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path: root/src/cgame/cg_main.c
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2005-07-21* Added icons to the scoreboard representing the current class/upgrades heldTim Angus
2005-07-21* Change death by dragoon obituary from "clawed" to "chomped"Tim Angus
* 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
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-06-05* Added flashing alien icon if already at maximum classTim Angus
* 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
2004-09-29* A smattering of fondulationsTim Angus
2004-05-29* Added code to report number of spawns remaining when spawningTim Angus
* Tweaked some font values
2004-05-01* A plethora of assorted fiddlesTim Angus
2004-03-20* Added lcannon warning and blowupTim Angus
* Fixed some serious bugs in the spawn queue code
2004-03-18* Possibly fixed the scoreboard not updatingTim Angus
* Possibly fixed the spectator scrolling not working * Spawn queue position is now displayed when queued * Pressing BUTTON_ATTACK removes the client from the spawn queue
2004-03-15* Added knockback scalingTim Angus
* Balance tweaks * A load of other stuff I can't remember
2004-02-07* Fixed a wall walking bug (DEAR GOD WHEN WILL IT END)Tim Angus
* Shadow is now rendered on walls as well as the ground * Buildables are now vulnerable in the prebuild stage * Alien buildables take longer to build * A bunch of other stuff
2004-01-30* Wall walking models now smoothly move over transitionsTim Angus
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
2004-01-25* Fixed two serious particle system bugsTim Angus
* Created a general buildable think function * Fixed the post armoury weapon selection for real * Balance tweaks * A pile of other crap
2004-01-22* Particle system should complain less if it can't find a specific systemTim Angus
* Reduced size of misc_particle_system entity in entities.def * Added prebuild sounds for the buildables
2004-01-20* Changed taunt animation handling on nonseg modelsTim Angus
* Fixed yaw swing bug on wall walking models * Added cg_drawBBOX to... draw BBOXes
2004-01-04* Rather serious remote client particle system bug fixedTim Angus
* Buildable overrides now actually work * Helmet is now a skin replacement instead of model * Model destinations fixed up in the entities.def file
2003-12-21* Added a means of overriding class and buildable media settings via cfg fileTim Angus
* View locking works again * Trapper projectile is displayed properly
2003-10-12* Added misc_particle_system entityTim Angus
* 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
2003-10-10* Wall jumping for chimeraTim Angus
* Changed a few jump heights * Added vote team kick * Re-placed the voting notes * Passed voting info to UI module * Removed "spawnBody" command
2003-10-03* Added disableIn3rdPerson to weapon.cfg to handle alien weapons more elegantlyTim Angus
* 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
2003-10-01* Buildables now have an explosion soundTim Angus
* Added some sanity checks to the particle system * Bug fixes
2003-09-30* Particles are now depth sortedTim Angus
2003-09-30* Human and alien buildable destructions are now particle system poweredTim Angus
* Acid tube effect is now particle system powered * Disabled hitSound * Sound other random tidyups
2003-09-28* Buildable damage effects are now particle system poweredTim Angus
2003-09-28* Jetpack now uses new particle systemTim Angus
2003-09-27* weapon.cfg files changed a bit to include sections for alternate fire modesTim Angus
* 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
2003-09-24* Impact and muzzle flashes now use new particle systemTim Angus
* Hitscan weapons now use more generalised impact events * Added functions that are called when an entity leaves and enters the PVS
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
2003-09-01* 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
2003-08-30* Integrated the overmind soundsTim Angus
* Sounds for repairing stuff * Fixed a buildable animation bug * Added G_BroadcastEvent
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
2003-08-02* 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
2003-03-26* cg_drawFPS and cg_drawTimer default to 1Tim 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
2003-02-08* 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
2003-01-26* cg_lagometer defaults to 0Tim Angus
* Rifle and Ckit now free (d'oh) * Changes to zap client side effects
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
2002-09-23* 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?)
2002-09-16* Added global header tremulous.h in preparation for balancingTim Angus
* Constants propogated throughout the source * Various random fixes and tweaks
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?)