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path: root/src/cgame/cg_local.h
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2003-09-21* Fully generalised scriptable paricle systemTim Angus
* Changes to Makefile and depend file for above * Tweaks to entities.def * Apparently a bunch of other stuff I've forgotten about
2003-09-08* func_door_model -- a model based doorTim Angus
* 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
2003-09-03* Really fixed the creep bugTim Angus
* Usable buildable icon is only displayed on reactors and repeaters if you have an energy weapon
2003-09-01* Exorcised gitem_tTim Angus
2003-08-31* Misspelling of function prototype for BG_FindAccelerationForClass cause muchTim Angus
weirdness -- but how did it ever compile?! * Minor tidy ups to model loading stuff
2003-08-31* Changed the variable names pteam, pclass and pitem to be more descriptiveTim Angus
* Removed defering stuff from model loader * Modified CG_ScanForExistingClientInfo to load from corpseinfo
2003-08-30* Integrated the overmind soundsTim Angus
* Sounds for repairing stuff * Fixed a buildable animation bug * Added G_BroadcastEvent
2003-08-29* Dumped setting buildable animations using events (pretty fucking dumb inTim Angus
hindsight) and replaced with an entityState_t based approach
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c
2003-08-15* Prelim introduction of the blasterTim Angus
2003-08-13* Sound is now played upon recharging weapons from the reactor/repeaterTim Angus
2003-08-12* Bug fix to listbox reset featureTim Angus
* Client side creep significantly reworked * MinNormal is actually tested for now * Overmind no longer attacks after dying * Some internal hivemind->overmind confusion fixups
2003-08-02* Fixed bug where the inventory would turn red on low ammoTim Angus
2003-08-02* Fixed bug with blank upgrade menu when no upgrade possibleTim Angus
* Fixed bug where credits weren't blanked between team changes * Flamer ejection point now a tag * Jetpack ejection point now a tag + jetpack flash
2003-08-02* Merged chest and limb armour into "light armour"Tim Angus
* Upgrade icons now use sensible names * More cannon misspelling fixes
2003-08-01* Jetpack media codeTim Angus
* Various other media issues * Light flare tweaks * I can spell, no really I can... (canon->cannon) * Other stuff I forgot
2003-03-29* Rewrote the weapon loader to reference a set of weapon.cfg filesTim Angus
* Removed the code deprecated by the above change * Fixed a typo in tremulous.h
2003-02-16* Performance improvements to light flaresTim Angus
2003-02-14* Fixed the huge gaping bugs in the battlesuit model switchingTim Angus
* Patch before this introduced nearby object for corpses
2003-02-14* Model precaching moved entirely to the client sideTim Angus
* Armour skins and battlesuit/helmet models now used
2003-02-09* More work on the alternative model format. Model now in game, sans animationsTim Angus
2003-02-09* Started construction of a new model format, similar to Q2'sTim Angus
2003-02-08* Renamed TAUIConsole -> CG_TAUIConsoleTim Angus
2003-02-08* Added utility function CG_DrawBoundingBox to um.. draw bounding boxesTim Angus
* 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
2003-02-03* Makefile edit to include menudef.h in ctagsTim Angus
* Added ownerdraw to display a graphic when a usable buildable is nearby * Converted alien sense and human scanner to ownerdraws
2002-12-02* Bounding box fiddlesTim Angus
* Added a small radius search to the use action * Fixed a couple of crash bugs
2002-11-30* Various additions for the latest human hudTim Angus
2002-10-23* Improved performance of real fading light flaresTim Angus
* Added timed light flares and cg_ to switch between flare types
2002-10-22* 1.32 point release updateTim Angus
2002-10-03* Fixed step time bugTim Angus
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?)
2002-09-18* Added damage particle effects for the buildablesTim Angus
* Snarfed some info about trap_FS_Seek from TTimo and updated .asm files * Rewrote wav writer in mp3 decoder to use file seeking - massive improvement * Changed a few bounding box sizes * Fiddled with tremulous.h
2002-09-10* Cleanup of cg_local.h and side-effectsTim Angus
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
2002-09-02* Bug fixes to TA consoleTim Angus
* Implemented most of WP_GROUD_POUND
2002-08-30* Ownerdrawn TA based console :)Tim Angus
2002-08-28* Poison cloud WP_GRAB_CLAW_UPG server and client sideTim Angus
* Bug fixes to new wall walking code * Removed synced weapons * A few random bug fixes * Refactored and improved CG_LaunchSprite a little
2002-08-08* Display of buildable health and power statusTim Angus
2002-07-29* ScoreboardTim Angus
* Level 1 class blob fire * Loading screen * "SPECTATOR" display uses TA UI * Buildable weapon delays * Display of build points on huds
2002-06-25Zap now seperate from TeslaTim Angus
2002-06-24Fancy teslagen effectsTim Angus
2002-06-24Integrated wolfenstein trails stuffTim Angus
2002-06-22Las Gun and Pain SawTim Angus
2002-06-21Weapon additions???Tim Angus
2002-04-06Staging announcementsTim Angus
2002-04-06Jetpack sounds and graphicsTim Angus
2002-04-05Ownerdrawn weapon selectionTim Angus
2002-03-29Bugfix to radix sort. Flamer soundsTim Angus
2002-03-29radix sort LEsTim Angus