Age | Commit message (Collapse) | Author |
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markers
use the entity 64-bit client-masking extension when available
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necessary parts to the game module
TODO: implement the vsay-equivalent of G_SayTo()
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new particle script constructs (in particle blocks):
{velocityType | accelerationType} {last_normal | opportunistic_normal}
the base vector in case of opportunistic_normal is (0,0,0) if the particle is flying, and is a surface normal vector if the particle is in/on a map surface. the base vector in case of last_normal is always a valid direction, though sometimes an arbitrary one (the up direction). in both cases, the initial value of the last/opportunistic normal vector is propagated from the parent particle.
the last/opportunistic vector is a new particle system variable, and the original normal vector is not touched, so this change retains backward-compatibility.
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(/dev/humancontroller)
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Now that builtin commands can't be removed, this should be safe
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(/dev/humancontroller)
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killer moves
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(in part thanks to Who-[Soup])
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* Remove a few unused variables and an unused function
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usable buildable
* Tutorial text explains low-stamina states
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- Restore blacking out when you run out of stamina
- Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not
- Walk overrides sprint, by popular demand
- Modify the stamina "bolt" to better differentiate between states
- Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!)
* When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman)
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unpowered and give them new slightly-different animations so they also look different. In the case of turrets, 'droop' a bit when unpowered. (Rezyn)
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team, in order to prevent dretches with fast computers from camping the other base before the humans even load the map. Disabled by default; set g_doWarmup 1 to enable.
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- Controlled by cg_drawSpeed, which is a bitfield
Bit 1 controls the text draw, bit 2 controls the graph, and bit 4
ignores vertical speed in the calculation.
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class/equipment, and locations of teammates
- Disable with cg_drawTeamOverlay 0 or remove it from your hud
- Control number of teammates to show with cg_teamOverlayMaxPlayers
- When teamoverlay is enabled, show health of teammates next to their name when the crosshair is over them
- Servers who dislike gameplay effects or want to save on bandwidth use can use g_allowTeamOverlay 0 to disable the feature for players
- Special thanks to Risujin for bring this idea and the original patch to Tremulous
* Cache teaminfo on the server and send only when needed (Undeference)
* Increase frequency of sending updated teaminfo (Undeference)
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* Rewrite CG_DrawTeamSpectators to scroll on a pixel basis rather than a character basis
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* Bring back "teamoverlay" cvar and default it to 1
* Add "cg_chatTeamPrefix" cvar
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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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* Remove g_adminNameProtect, force it on
* Remove g_chatTeamPrefix, force it on
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* Remove buildable health scaling/masking stuff; 10 bits is plenty now
* Potentially fix bug where many PVS entering buildables would inappropriately
make damaged sounds
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- Remove the temporary manual override cvars
- Bring back cg_thirdpersonangle by request even though it's only useful in non-gameplay cases
- Move thirdperson view offset values to classconfigs where they belong
- Attempt once again to fix cg_thirdpersonpitchfollow
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feederID or window.borderSize where applicable.
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* Remove version determining code from makefile since it has to walk 300
revisions every compile and produces incorrect results anyway
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* Remove cg_drawStatus as it's pretty much unused, too
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* Move CG_TeamJoinMessage to cg_players.c near where it is used
* When changing team, execute cg_(alien|human|spectator)Config as appropriate
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megatog615)
* dead buildables no longer bleed
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+ Totally redo all the shoulder view positions
+ Change cg_thirdPersonShoulderView -> cg_thirdPersonShoulderViewMode and give it new behaviors
- 0: always use regular third person view
- 1: use regular third person view but go to shoulder during wallwalk (default)
- 2: always use shoulder view
+ Following of the player's pitch (in both modes) is disabled but can be reenabled using cg_thirdPersonPitchFollow 1
- This cvar is intended to be temporary. One way or the other will be kept for trunk.
+ Unbreak regular third person view during wallwalk (I still don't like the way it looks though)
+ Add a set of temporary cvars for tweaking shoulder view positions for each class
- cg_shoulderViewOverride 1 will activate the following cvars and ignore the hard-coded positions
- cg_shoulderViewUp cg_shoulderViewRight cg_shoulderViewForward then offset the views instead
- These four cvars will not go to trunk. They are so that people can easily test different viewpoints (to be hardcoded) and suggest them to me during this testing phase.
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* Allow /noclip and /where to be used by spectators
* Allow /noclip and /setviewpos to be used by specs even when cheats are off
* Run PM_Weapon and set view height while noclipping
* Make player speed while spectating or noclipping configurable via cg_flySpeed
* Remove requirement for cgame's cvartable to have a non-null vmCvar pointer
* Make PM_Paralyzed a macro and add a similar category, PM_Live
* Stop dretches from biting dead buildings
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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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* Make G_TeamName BG_TeamName and use it in cgame for team change messages
* Don't use an event for team change notification since clients already know
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* (bug 3746) Lookup table for UI commands (Ben Millwood)
* and some other refactoring
* Fix a couple null dereferences introduced in 1120
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