Age | Commit message (Collapse) | Author |
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* Reduced size of misc_particle_system entity in entities.def
* Added prebuild sounds for the buildables
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floating pointers
* Moved adding particles to after adding the player weapon so that the muzzle
particle systems match up properly
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* Fixed yaw swing bug on wall walking models
* Added cg_drawBBOX to... draw BBOXes
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* Light flares are now occluded by the player in 3rd person mode
* Setting s_initsound 0 no longer causes the weapon.cfg loader to complain
* Limited viewangles to +/-90 degrees when grabbed
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* 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
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* bobup now obeys class bob field
* Bob cycles altered a bit
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* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
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* Buildable overrides now actually work
* Helmet is now a skin replacement instead of model
* Model destinations fixed up in the entities.def file
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* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
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(never thought that would be an issue :)
* Added "bounce cull" to particle syntax
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* Fixed depth sorting to sort in the correct direction
* Particle system PVS garbage collection improved
* cent validity is now computed before adding cents to scene
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* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
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* 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
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* Added some sanity checks to the particle system
* Bug fixes
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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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* 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
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* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
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* Changes to Makefile and depend file for above
* Tweaks to entities.def
* Apparently a bunch of other stuff I've forgotten about
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* Removed a bunch of entities not applicable to Tremulous
* Wrote an entities.def file for Tremulous (ugh gak horrible syntax)
* Updated depend file
* Various other small tweaks here and there
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* Usable buildable icon is only displayed on reactors and repeaters if you have
an energy weapon
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weirdness -- but how did it ever compile?!
* Minor tidy ups to model loading stuff
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* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
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hindsight) and replaced with an entityState_t based approach
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* A few cleanups here and there
* Bye bye cg_creep.c
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* Client side creep significantly reworked
* MinNormal is actually tested for now
* Overmind no longer attacks after dying
* Some internal hivemind->overmind confusion fixups
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* Fixed bug where credits weren't blanked between team changes
* Flamer ejection point now a tag
* Jetpack ejection point now a tag + jetpack flash
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* Upgrade icons now use sensible names
* More cannon misspelling fixes
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* Various other media issues
* Light flare tweaks
* I can spell, no really I can... (canon->cannon)
* Other stuff I forgot
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* Removed the code deprecated by the above change
* Fixed a typo in tremulous.h
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* Patch before this introduced nearby object for corpses
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* Armour skins and battlesuit/helmet models now used
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* G_Printf now outputs to the TA UI console as well as the regular one
* Light flares now have an extra test to fix the "seeing through thin brushes" bug
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* Added ownerdraw to display a graphic when a usable buildable is nearby
* Converted alien sense and human scanner to ownerdraws
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* Added a small radius search to the use action
* Fixed a couple of crash bugs
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* Added timed light flares and cg_ to switch between flare types
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