Age | Commit message (Collapse) | Author |
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* Restore /ignore functionality to a couple message types I forgot (Undeference)
* Fix some color bleeds on names (Rezyn)
* Fix an uninitialized buffer in featured labels (Rezyn)
* Apply team colors to only the letter and not the brackets too, in cg_chatteamprefix (Undeference)
* Default cg_drawcrosshairs 2, crosshairs for everything (kevlarman)
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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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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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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 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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* Use client list functions for ready code
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* Remove cg_drawStatus as it's pretty much unused, too
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* (bug 3952) display winning team string at the bottom of the scoreboard
after a game
* Prevent users from changing some ui communication cvars
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(thanks Rezyn for 1/2 of this fix)
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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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+ 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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* Fixes to ready code: supports MAX_CLIENTS slots without relying on its value
* Removing references to an apparently useless escape character in chat
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* Fix reference to function not defined in .sos
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* Testing patch to fix ready mask
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* tweaks to the human buildable bleed particle
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their position, instead of cg_crosshairX/cg_crosshairY
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* Use WM cursor when running windowed and UI module has input
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their own attacks only
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+ IPv6
+ VoIP
+ Stereo rendering
+ Other minor stuff
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.tga in the /emoticons/ dir of fs_game, emoticon file names need
to end with "_{WIDTH}x1.tga". For example, /emoticons/dretch_1x1.tga
(square) or /emoticons/rifle_2x1.tga (double-wide)
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/emoticons/dretch.tga inline with text)
* emoticons are square .tga images placed in the /emoticons dir of fs_game
* emoticons should probably be 64x64 to look nice
* g_emoticonsAllowedInNames (default ON) is an optional server setting to
prevent players from using them in names
* emoticons can be escaped by prefixing with an additional [
* cvars ui_emoticons and cg_emoticons can be set to 0 to disable drawing
of emoticons in ui or cgame contexts respectively
* fix color code continuation on wrapped lines
* prefix all wrapped lines with a space to prevent chat shenanigans
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* Remove some unused (mainly baseq3) cgame cvars
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BG_Upgrade
* Move "overrides/*" to "configs/" and remove all the overriden data from
bg_misc.c, instead requiring it to be in the cfg files
* Add cfg files to source control
* Clean up some naming and typing issues
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* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR)
* s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/
* s/pClass_t/class_t/
* s/PERS_TEAM/PERS_SPECSTATE/
* s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
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behaviour)
* only award partial credits for incomplete buildables
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* Scores will not be reset to 0 for players whose classes change while the scoreboard is showing
* Hive offset fixed so that less of the hive is sunk under the floor
* Buildable positioning cap-traces are cached, saving CPU
* Buildable cap-traces will not interact with bodies (players and buildables)
* For Aliens holding dodge while jumping will result in a weaker jump
Marauder walljump changes:
* Finds a wall regardless of where player is aiming
* No longer uses direction keys to direct walljump (player is using these to hug the wall!)
* Will direct jump in player's view direction
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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
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* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade
* Lucifer Cannon repeat rates fixed
* G_Damage() wont deal damage to dead entities
* Maybe fixed the buildable killed with shotgun won't show dying anim bug
* Attacked hives won't attack back when the OM is dead
* The monstrous hive bounding boxes shrunk to something reasonable
* Tesla Generator muzzle offset to the ball part, now fires over turrets
* HUDs can make vertical charge bars
* Human charge bar no longer overlaps scanner
* "There are no spawns remaining"
Changes to trample attack:
* No longer deals locational damage (wtf?)
* Charge "holding" restored
* Hit repeat rate limited to 50 ms
Changes to health cross icons:
* Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ )
* Icons fade from one to another
* Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit
* Poisoned icon for humans (Techhead's idea)
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over what messages are suppressed
* Also made another print into an MN_ that I happened to be passing at the time
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