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path: root/src/cgame/cg_buildable.c
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2003-10-01* Buildables now have an explosion soundTim Angus
* Added some sanity checks to the particle system * Bug fixes
2003-09-30* Human and alien buildable destructions are now particle system poweredTim Angus
* Acid tube effect is now particle system powered * Disabled hitSound * Sound other random tidyups
2003-09-28* Buildable damage effects are now particle system poweredTim Angus
2003-09-28* Jetpack now uses new particle systemTim Angus
2003-09-27* weapon.cfg files changed a bit to include sections for alternate fire modesTim Angus
* Close to zero weapon specific client side code now remains * Poison cloud effect now uses new particle system * Fixed a couple of bugs in the particle system
2003-09-03* Really fixed the creep bugTim Angus
* Usable buildable icon is only displayed on reactors and repeaters if you have an energy weapon
2003-09-03* Fixed missing creep scaledownTim Angus
* Removed unnecessary enitity relinks in g_buildable.c
2003-08-30* Poison kills are now properly creditedTim Angus
* Buildable weapons now have their effects properly applied
2003-08-30* Oops, removed debug messagesTim Angus
2003-08-30* Integrated the overmind soundsTim Angus
* Sounds for repairing stuff * Fixed a buildable animation bug * Added G_BroadcastEvent
2003-08-29* Buildables now use ANIM_TOGGLEBIT properlyTim Angus
* Remaining MOD_s added * Added WP_MGTURRET to split to mgturret from the rifle * Buildable weapons now use weapon lights and flash sounds etc * Fixed turret oscillation bug
2003-08-29* Dumped setting buildable animations using events (pretty fucking dumb inTim Angus
hindsight) and replaced with an entityState_t based approach
2003-08-19* Fixed spawn kick for aliensTim Angus
* Creep grows in accordance to buildTime * Construction animation doesn't start until the end of buildTime
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c
2003-08-12* Bug fix to listbox reset featureTim Angus
* Client side creep significantly reworked * MinNormal is actually tested for now * Overmind no longer attacks after dying * Some internal hivemind->overmind confusion fixups
2002-09-18* Buildable spark gravity now down :)Tim Angus
* Reduced height of buildable health meter at Jex's request
2002-09-18* Added damage particle effects for the buildablesTim Angus
* Snarfed some info about trap_FS_Seek from TTimo and updated .asm files * Rewrote wav writer in mp3 decoder to use file seeking - massive improvement * Changed a few bounding box sizes * Fiddled with tremulous.h
2002-09-09* General tidy up and beautification of codeTim Angus
* Removal of most of the legacy Q3A stuff * Cursor no longer displayed on load screen * (Biggest commit EVAR?)
2002-08-08* Display of buildable health and power statusTim Angus
2002-07-29* ScoreboardTim Angus
* Level 1 class blob fire * Loading screen * "SPECTATOR" display uses TA UI * Buildable weapon delays * Display of build points on huds
2002-02-07Buildable soundsTim Angus
2002-01-06StuffTim Angus
2002-01-05Fixed floatminesTim Angus
2001-12-30bg_itemlist is dead. YayTim Angus
2001-12-21After changing aliens->droids, changed droids->aliens *sigh*Tim Angus
2001-12-14Random stuffTim Angus
2001-12-02Tag based turretsTim Angus
2001-12-01Tag based turretsTim Angus
2001-11-20Updates to advanced builderTim Angus
2001-11-19Advanced Builder mostly doneTim Angus
2001-11-19Need to update the laptopTim Angus
2001-11-18Changes to building code to facilitate WW builderTim Angus
2001-11-01Ghost buildable rendering improvedTim Angus
2001-10-19License change to OSMLTim Angus
2001-10-17Starcraft style building inprogressTim Angus
2001-09-07Tidy upsTim Angus
2001-09-07Added missing \nTim Angus
2001-08-28Ceiling eggsTim Angus
2001-08-21Cleanups to cg_buildable.cTim Angus
2001-08-18Buildable animation in a working stateTim Angus
2001-08-17Animated map object entityTim Angus
2001-07-03Finished new turrets, fixed a few bugs notably the ↵Tim Angus
freeze-when-shot-by-turret bug
2001-04-27Abstracted the buildable renderer a bit and added preliminary animation routinesTim Angus