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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* 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
2007-03-25* ingame menus redesignedTony J. White
* spectators can now participate in non-team votes * added teamvote "admitdefeat" * replaced "nextmap" vote with "draw" * removed vote "clientkick" vote (uses "kick" instead) * removed teamvote "teamclientkick" (uses "kick" instead) * renamed teamvote "teamkick" to teamvote "kick" * added teamvote "denybuild" and "allowbuild" * added vote "mute" and "unmute" * added !denybuild and !allowbuild g_admin commands * added /ignore and /unignore commands (and menu support) * Game -> Info (formerly About) shows server settings instead of local ones * Voting keys can now be configured in the Options menu * Voting key binds now display with the vote status (F3 and F4 will be the eventual default binds for "teamvote yes" and "teamvote no" respectively)
2006-12-29* Buildable destruction marking (via g_markDeconstruct)Tim Angus
* It's now impossible to destroy the last spawn * Start of a new client side buildable status display
2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* Removed loading of some Q3 cruft * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
2002-09-23* Fixed build timer bugTim Angus
* Crosshair per weapon * Added dlight to flame balls - bit of a performance hit * Tweaked flamer repeat rate * Fixed human buildable explosion sound (FIXME: sync with anims?)
2002-09-16* Added global header tremulous.h in preparation for balancingTim Angus
* Constants propogated throughout the source * Various random fixes and tweaks
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?)
2002-09-03* Large purge of legacy Q3A codeTim Angus
* Removed Q3A team system * Removed "gametype" stuff * Removed items * Refactored buildable physics * Other general cleanups
2002-08-09* Removal of Q3A armor[sic] system - freed up a STAT_ in the processTim Angus
2002-08-08* Display of buildable health and power statusTim Angus
2001-12-21After changing aliens->droids, changed droids->aliens *sigh*Tim Angus
2001-10-19License change to OSMLTim Angus
2001-08-031.29h upgrade.. oooo particles heheheheheheTim Angus
2001-01-07license changeTim Angus
2001-01-031.27 upgradeTim Angus
2001-01-03im making a right mess of thisTim Angus
2001-01-031.27 importTim Angus