Age | Commit message (Collapse) | Author |
|
* Fixed the bug where spectators saw team chat
* Added ping display to the lagometer
* Renormalised some balance variables
* Fixed the bug where bodies would sometimes disappear immediately after death
* Fixed the "dancing buildables" bug
* Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS
* Fixed a subtle stage bug
* Added code to indicate which stage a team is on via the scoreboard
|
|
* Inverted the direction in which a player is spawned
* Fixed the alien buildable axis explosion bug
* Fixed some class name foul ups in the obituaries
* Disabled friendly fire by default
|
|
* Improved scanner render and refactored scanner code
* Added animated projectiles
* Grenade
* Changed model names to be human name agnostic
* Added sounds for lev1 grab and lev4 charge
* Added sound for failed evolution
* Added battery pack rendering code
* Added functionality to particle system to allow attachment of particle systems to particles (for nice explosions)
* Implemented CG_FileExists
* Added some code to gracefully handle missing sounds (easier than making the sounds :D)
* cg_drawBBOX now draws player BBOXen
* Renamed the alien classes (now done in class override scripts)
* Implemented Vector4Add
* The usual assorted bug fixes
|
|
|
|
|
|
* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
|
|
* Hydra can no longer grab someone with a battlesuit
|
|
* Reduced size of misc_particle_system entity in entities.def
* Added prebuild sounds for the buildables
|
|
* Decreased door trigger size again
* Creep is now triggered by s.time instead of events
* Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities
* Prevent sprinting if BUTTON_WALK is down
* Increased sprint drain rate
* Client spawning code unified with buildable validation code
* Spawns are now testing for validity before they are built
|
|
* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
|
|
* Fixed (id) bug in pmove that prevented the jump animation being triggered
* Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
|
|
* Synced MOD_ and EV_ lists
* Removed "devmap" command from map rotation system
* Increased soldier bite damage to 50
* Reduced price of light armour to 70
* Added visibility tests to the hive and acid tube
* Some other stuff
|
|
* bobup now obeys class bob field
* Bob cycles altered a bit
|
|
* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
|
|
|
|
* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
|
|
* Muzzle effects are attached to tag_weapon where tag_flash is not available
* Handle particle effects properly with cg_drawGun 1
* Fixed some serious bugs in particle system that culled particle systems early
|
|
* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
|
|
* 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
|
|
* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
|
|
* Added the server side stuff for the hive
|
|
* Buildable weapons now have their effects properly applied
|
|
* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
|
|
* 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
|
|
hindsight) and replaced with an entityState_t based approach
|
|
* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
|
|
* Fixed buildable outline bug
* Scoreboard now longer shown on death
* Buildable kills no longer subtract 1 from score
|
|
|
|
* A few cleanups here and there
* Bye bye cg_creep.c
|
|
|
|
* EV_NEXT_WEAPON event now only triggers on the correct client
* Creep slowdown totally reworked, it's now predicted and might actually work
* Listboxes now have their selection set to 0 whenever displayed
|
|
* Introduced a really hacky fix to a model caching bug (ClientInfoChanged)
|
|
* Finished code support for new armoury menu
|
|
|
|
* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
|
|
* Slowed down turrets
* Increased points value of aliens
* Hopefully fixed bank/armoury bugs (ps.persistant[] clamped to 16bits?)
* G_Printf( ); only prints in nondedicated mode
* Commented out annoying ClientUserinfo changed LogPrintf
|
|
|
|
* Fixed "buildable blocking door" bug
* Renamed MCU to Armoury
* A few whitespace fixes
|
|
* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
|
|
* Removed Q3A team system
* Removed "gametype" stuff
* Removed items
* Refactored buildable physics
* Other general cleanups
|
|
* Implemented most of WP_GROUD_POUND
|
|
* Bug fixes to new wall walking code
* Removed synced weapons
* A few random bug fixes
* Refactored and improved CG_LaunchSprite a little
|
|
|
|
* Fixed bugs in selection after buying/selling upgrades
|
|
|
|
* Level 1 class blob fire
* Loading screen
* "SPECTATOR" display uses TA UI
* Buildable weapon delays
* Display of build points on huds
|
|
|
|
|
|
|
|
|