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path: root/src/cgame/cg_draw.c
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2013-01-03* add CG_PLAYER_CREDITS_FRACTION to display partial fragsRoman Tetelman
2013-01-03* Restructure G_WideTrace a bitTim Angus
* Fix a load of 1.f style floats to 1.0f
2013-01-03* Fix ordinals in spawn queue to not display 11st, 12nd, 13rd etc.Tim Angus
2013-01-03* s/G_TriggerMenu2/G_TriggerMenuArgs/Tim Angus
* s/ALIEN_CREDITS_PER_FRAG/ALIEN_CREDITS_PER_KILL/
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* Fix HUD being enabled while dead (caused by r1187)Ben Millwood
* Don't allow cg_draw2d to disable no-stamina blindness
2013-01-03* Make missing default_hud a fatal errorBen Millwood
* Move "SPECTATOR" text to the HUD menu files * Make "following" text an ownerdraw
2013-01-03* Remove unused references to bankBen Millwood
* Remove cg_drawStatus as it's pretty much unused, too
2013-01-03* New zap (fixes #40)Roman Tetelman
FIXME: currently limited to 3 targets due to netcode restrictions FIXME: this code could probably use some general cleanup as well
2013-01-03* Fix incorrect positioning of some text display in lagometerBen Millwood
2013-01-03* Revert 89f3c2786ab64bef0213aa97481b39ec4d68884a. so it won't conflict with...Roman Tetelman
2013-01-03Fix dragoon barb display on widescreenBen Millwood
2013-01-03* Revert stagedowns (fixes #2)Roman Tetelman
2013-01-03* fix for location not updating while following a player (reported by ↵Roman Tetelman
megatog615) * dead buildables no longer bleed
2013-01-03* Don't play EV_FALL_FAR sound if deadBen Millwood
* Merging some fixes from mgdev, courtesy of Michael "Risujin" Levin: - Ensure SnapVector always snaps downwards, rather than always towards 0 - Don't send score information that won't be displayed - /give poison as a human poisons rather than boosting * Remove some trailing whitespace * Remove some useless intermediate variables in cg_draw.c * Ammo/clips/build timer display depends on primary weapon rather than equipped - (this also fixes bug 3837)
2013-01-03* Almost completely redo the meat of the thirdperson spec code againChristopher Schwarz
* Create a shoulder-cam mode that replaces thirdperson when you have cg_thirdPersonShoulderView 1 * Automatically switch to shoulder view when following someone wallwalking
2013-01-03* Remove SS_INFESTING and PM_SPINTERMISSION since they were not usedBen Millwood
* Merge SS_WALLCLIMBINGCEILING and EF_WALLCLIMBCEILING * Remove ui_emoticons, using the value of cg_emoticons for both contexts. * Add PM_Paralyzed() to get rid of all the silly >= PM_DEAD comparisons * Don't allow players to taunt while dead * Fix full ammo check in reload (oops) * Fiddle with bg_lib.h _MAX/_MIN defines, fix min(), add [u]intX_t typedefs * Remove non-functional cgame command (thanks Amanieu for spotting)
2013-01-03* make the enemy team lose a stage when you reach "stage 4"Roman Tetelman
* pleasedonthurtmenorfmademedoit
2013-01-03* make barbs line up with default hud with widescreen resolutionsRoman Tetelman
* (this code still doesn't work with vertical barbs, and possible vertical inventory)
2013-01-03* CG_PLAYER_LOCATION now determined by the clientRoman Tetelman
* add trap_R_inPVS to cg_local.h/cg_syscalls.asm
2013-01-03* crosshairs now use the center of the rectangle defined by the hud for ↵Roman Tetelman
their position, instead of cg_crosshairX/cg_crosshairY
2013-01-03* oopsRoman Tetelman
2013-01-03* CG_PLAYER_LOCATION now respects textalignRoman Tetelman
2013-01-03* Add hud support for location entities (ownerdraw CG_PLAYER_LOCATION)Roman Tetelman
* Fix dumb typo left from debugging in last revision
2013-01-03* redo changeset r250 to avoid hardcoding colorsRoman Tetelman
2013-01-03 * Crosshairs dim when targeting teammatesBen Millwood
* Fix indentation in crosshairs.shader * remove some hopefully redundant cursordraw stuff
2013-01-03* Round thresholds server-side to save bandwidth and prevent server command ↵Ben Millwood
overflows * Downgrade weapon anim messages to a warning (because we're not really expecting any to exist) Merge bugs: * Fix human spawn menu * Protocol version 69 (oops!)
2013-01-03* Replace reams of BG_Find* functions with: BG_Buildable, BG_Class, BG_Weapon,Tim Angus
BG_Upgrade * Move "overrides/*" to "configs/" and remove all the overriden data from bg_misc.c, instead requiring it to be in the cfg files * Add cfg files to source control * Clean up some naming and typing issues
2013-01-03* Merge clientSession_t::sessionTeam and clientSession_t::spectatorStateTim Angus
* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR) * s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/ * s/pClass_t/class_t/ * s/PERS_TEAM/PERS_SPECSTATE/ * s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
2013-01-03credits to next stage are now ceil()ed to the nearest hundredRoman Tetelman
2013-01-03Credit based stagesBen Millwood
2013-01-03* Removal of now-redundant Makefile stuffBen Millwood
* Loads of whitespace fiddling to make the code closer to tremulous SVN * HUMAN_BVALUE_MODIFIER includes ALIEN_CREDITS_PER_FRAG
2013-01-03* Mass driver reverted to upstream (function and effect)Michael Levin
* Squad marking removed * Marauder walljump reverted to upstream * Minijump removed Enjoy!
2013-01-03* A new (256x256) version of Garoth's creep textureMichael Levin
* Hooray for physics! 0 = (k v_i)^2 + 2ad --> k^2 v_i^2 / 2a = d, i.e. the minijump scale is sqrt(1/2) for a half-jump * Oops, forgot to store/restore computed origin for cached buildable cap-traces * Seeing multiple marked players will not mess up the marker orientations anymore * Fixed warnings and increased range of squad marking to player crosshair distance
2013-01-03Fixed a bug that kept squad markers from working.Michael Levin
2013-01-03* Disabled mipmaps for crosshair shaders -- should prevent them from going ↵Michael Levin
blurry or glitching sometimes * New feature: Squad Marking -- bind in Options -> Misc, marks teammates in your squad by displaying a triangle above them when they are near
2013-01-03* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle ↵Michael Levin
box restrictions * Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo * Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents. * Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching * Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals * Build weapons should no longer need to be in a block in bg_public.h * Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected * MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury * Particles can set 'physicsRadius #' to use a fixed bounding box for collisions * Various HUD elements will immediately update to the new weapon when switching weapons Flamer changes: * Bounding box shrunk slightly * Client-side particles now used a static bounding box that matches the server projectile
2013-01-03* Lucifer cannon projectile a little bigger with chargeMichael Levin
* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade * Lucifer Cannon repeat rates fixed * G_Damage() wont deal damage to dead entities * Maybe fixed the buildable killed with shotgun won't show dying anim bug * Attacked hives won't attack back when the OM is dead * The monstrous hive bounding boxes shrunk to something reasonable * Tesla Generator muzzle offset to the ball part, now fires over turrets * HUDs can make vertical charge bars * Human charge bar no longer overlaps scanner * "There are no spawns remaining" Changes to trample attack: * No longer deals locational damage (wtf?) * Charge "holding" restored * Hit repeat rate limited to 50 ms Changes to health cross icons: * Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ ) * Icons fade from one to another * Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit * Poisoned icon for humans (Techhead's idea)
2013-01-03Oops, small mistake. Construction kit won't show a charge bar now.Michael Levin
2013-01-03* Humans hit with Basilisk gas now show a particle effect until it wears offMichael Levin
* Basilisk gas view bob effect now properly accounts for shorter time due to protection * SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons) * Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT) * Power bolt on the Human HUD glows when sprinting (not very visible though)
2013-01-03* Added charge meter to the UI, can be disabled via GUIMichael Levin
* Trample and Lucifer Cannon charging reworked and moved to PMove * Can no longer "cancel" a charging Lucifer Cannon * STAT_MISC2 is now unused, booster and charge information can be inferred elsewhere (STAT_UNUSED) * Trying to fire an empty weapon makes a clicking noise (also a bugfix, apparently the server would spam EV_NOAMMO which did nothing but is now used for the clicking noise -- audible to all players) * Created an alternate, muffled Lucifer Cannon warning noise for other people's Lucifer Cannons * Fixed bug which prevented players from switching to a different player while spectating someone in the spawn queue * Spectators are now properly moved to the lock view position when spectating a player in the spawn queue
2013-01-03* Build delay pie slices are now 5 sec each for both teamsMichael Levin
* Removed individual weapon build delay * Removed Advanced Construction Kit, everything is built by the normal kit * S2+ buildables cannot be built by regular grangers * Clicking to pick team during spectator mode fixed * New cvar: cg_printDuplicate, when set to 0 (default) prevents duplicate messages from being printed to screen (they still show up in console) * Pressing ESC while editing a UI item (esp. new Say menu) will not cause your cursor to disappear next time you open a menu
2013-01-03* Spawn queue displays ordinals ("You are 2nd in the spawn queue")Michael Levin
* Server does not communicate the number of eggs and telenodes to all clients anymore -- the correct number of spawns is passed to the client when they are in the spawn queue only (puts PERS_UNUSED to use) Sticky and dead spectate (holy fuck that was hard for something so simple sounding): * Big thanks to Lakitu7 for passing along the patch (with contributions from TJW, Undeference, and R1CH) * UI has a new option to enable/disable sticky spectate * Spectators get to see the full dying animation * Dead players can spectate their teammates whether they are in the spawn queue or not I corrected several nasty bugs and recoded a LOT of the patch. Potentially the "spawn without a weapon" thing may have been fixed but maybe not. There are possibly other new bugs so keep an eye out for them.
2013-01-03* Started updating infopanes with Badger, need to do moreMichael Levin
* Fixed a bug where regular Basilisk would not heal faster by a booster sometimes (found thanks to new GUI indicator!) * Un-reverted Lucifer Cannon sound heard by others, with Norf's blessing * Added a Help menu listing mod changes and other stuff (ESC -> Help), edit ui/help.txt * Human HUD item list will now wrap around so that it never hides items, also made it a little wider GUI cross changes: * Human GUI health cross glows when medkit is active * Alien GUI health cross glows when on creep * Double, triple healing rates show as multiple crosses
2013-01-03* Per Lakitu7's suggestion, changed spectator bounding box to match the ↵Michael Levin
dretch bounding box. Prevents spectators from getting stuck in the floor. * Buildables round their health up when encoding health information for transmission, no more 0 hp buildables that aren't dead * Removed the devmap credits hack I put in earlier * Can now use \itemact weapon to switch to weapon, also \itemact weapon/blaster will not repeatedly force a weapon change if that weapon is already selected * Options menu entry for "Sprint" changed to "Sprint / Dodge" with correct bind (+button6) Norfenstein decided to switch to fractional "frags" (aka evos) for Aliens: * BG_ClassCanEvolveFromTo rewritten to be more robust in case classes are shuffled around later * CG_AtHighestClass and BG_UpgradeClassAvailable merged into BG_AlienCanEvolve * Changed BG_GetValueOfHuman to BG_GetValueOfPlayer which now accomodates Aliens too * Aliens now must receive 400 credits per frag point (9 evos = 3600 credits!) * Aliens can only spend whole points * TK/Suicide penalties moved to tremulous.h and converted to credit values * Complex nasty Alien land goes bye-bye
2013-01-03Added armour files to version control.Michael Levin
2007-11-27* Remove lots of Q3/Team Arena related code from the UI moduleTim Angus
* (bug 3424) Add "noscrollbar" listbox widget property
2007-11-08* Merge and move text paint functions into ui_shared.cTim Angus
* Add aspectBias to indicate alignment on non-4:3 video modes * Add "reset <item>" script command to reset an item * Compensate for aspect ratio in lots and lots and lots of places * Release edit field focus when tabbing away * Fix infinite loop bug in text wrapping code when rect is very narrow * Mung .menu scripts to line things up correctly on non-4:3 ratios
2007-10-30* (bug 3384) Remove server side armoury refresh and replace with UI sideTim Angus
refresh * Add trap_Key_SetOverstrikeMode and trap_Key_GetOverstrikeMode to cgame * Change Text_[Width|Height] to return floats * Add Text_Em[Width|Height] * Add CG_AlignText to cut down on code duplication * Add itemDef_t::textvalignment for vertical text alignment * Add UI_DrawTextBlock to replace a lot of duplicate code * Rewrite text wrapping code from scratch so that it actually works * Add UI_OwnerDrawText * Add expression evaluator to .menu parser * Split off Border_Paint from Window_Paint * Scale slider items to fit their rect * Rework edit field widgets to behave somewhat more correctly * Fix a few listbox widget layout issues * Don't display scrollbars in "notselectable" listbox widgets * Make scoreboard team labels ownerdrawn * Menu script rework + Use the expression evaluator to replace lots and lots of absolute coords with relative ones, hopefully easing future maintenance + Remove lots and lots of textalign[xy] that were present to work around broken text alignment routines + Replace a bunch of numeric constants with ones from menudef.h + Compose the huds from tremulous_common_hud.h + Generally neaten things up + Lots of whitespace fixes
2007-10-02* Merge of ioq3-r1189Tim Angus
+ Fix bug that prevented key up events getting to cgame/ui when not in game + Use Key_[GS]etCatcher everywhere to set keycatcher + Clear all key states when the catcher changes * Slim down client userinfo somewhat * Remove some redundant client autocomplete commands * Actually make use of "menuStack" in the UI module + No longer close all menus when exiting one, instead reverting to the next one on the stack + Cleanup the menu activation functions a little * Truncate text in list columns if it exceeds the column width * Remove maxChars field from columns member of ITEM_TYPE_LISTBOX * Revert r992 due to more general and less buggy/hacky fix from ioq3