Age | Commit message (Collapse) | Author |
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* Rewrite CG_DrawTeamSpectators to scroll on a pixel basis rather than a character basis
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* Remove cvar g_suddenDeath since it is no longer needed
* "Sudden Death in 0 seconds!" should no longer display on map start when sudden
death is disabled
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* Try to be nice to log parsers
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* Partially reverting 4f9b9168b506093020ea2fe7fd59c600972b2220 because
ammo is immediately set, so the icon has to immediately change too.
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feederID or window.borderSize where applicable.
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* Fix a load of 1.f style floats to 1.0f
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* s/ALIEN_CREDITS_PER_FRAG/ALIEN_CREDITS_PER_KILL/
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* Don't allow cg_draw2d to disable no-stamina blindness
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* Move "SPECTATOR" text to the HUD menu files
* Make "following" text an ownerdraw
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* Remove cg_drawStatus as it's pretty much unused, too
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FIXME: currently limited to 3 targets due to netcode restrictions
FIXME: this code could probably use some general cleanup as well
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megatog615)
* dead buildables no longer bleed
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* 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)
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* Create a shoulder-cam mode that replaces thirdperson when you have cg_thirdPersonShoulderView 1
* Automatically switch to shoulder view when following someone wallwalking
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* 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)
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* pleasedonthurtmenorfmademedoit
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* (this code still doesn't work with vertical barbs, and possible vertical inventory)
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* add trap_R_inPVS to cg_local.h/cg_syscalls.asm
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their position, instead of cg_crosshairX/cg_crosshairY
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* Fix dumb typo left from debugging in last revision
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* Fix indentation in crosshairs.shader
* remove some hopefully redundant cursordraw stuff
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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!)
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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
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* 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/
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* Loads of whitespace fiddling to make the code closer to tremulous SVN
* HUMAN_BVALUE_MODIFIER includes ALIEN_CREDITS_PER_FRAG
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* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
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* 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
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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
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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
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