Age | Commit message (Collapse) | Author |
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around it not being there
* Removed Q3 console notify code and improved cgame rendered notify area
* Sorted out pain blend texture coordinates
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* De-quaked various bits and pieces
* Integrated Tremulous into the ioq3 source
* Relicensed Tremulous to be GPL
* It compiles!!!!!!!!11111111!!!!1
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* Dragoon pounce now incurs 400ms wait before other weapons may be used
* Trapper cost down to 8 from 10
* Hovel is now free, but only one can be built
* Teslagen damage up to 9 from 7
* Non locational damage does not apply locational armour anymore; instead it
averages the armour regions together
* Tweaks to pain blends
* Added cg_animation.c, which apparently I forgot
* Added generate-infopanes.sh and infopanes.def.h
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* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
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* Brass ejections now done via particle system
* static_tranform particle move type
* thirdPersonOnly particle and trail system property
* Trail jitter now done in two dimensions
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* Scriptable trails system
* Various other stuff I'm too tired to try and remember now
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* Marginally increased Tesla damage
* Teslas now produce exaggerated knockback effect
* Hives now buildable on walls
* Boosters no longer restore Dragoon spitballs
* Dragoon spitballs now affected by gravity
* Dragoon pounce attack damage reduced to 100 from 160
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* Removed loading of some Q3 cruft
* Spilled events attached to temporary entities are now reattached to their
original entities, fixing the missing flame bug
* Fixed "suicide god" bug
* Fixed bug where zap ignores armour
* Fixed missing particle systems when follow-spectating
* Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo
* Cleaned up logic in CG_AddPlayerWeapon
* MASK_SHOT traces no longer collide with corpses
* Corpses timeout in 20 seconds instead of 60
* Improved robustness of spawn validation, fixing the bug on transit
* A crapload of whitespace fixes
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or not
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* Reworked the ammo/clips packing system to remove the confusion of concepts
* Marauder lightning now requires aim, does damage over time and chains to other entities
* Implemented the Medkit -- a means for a human to restore health and cure poison in the field
* "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved
* Disabled client side ET_MISSILE collision
* Sped spectator move speed up
* Implemented "step down" physics for all characters; no more jumping down stairs
* Re-adjusted step time values
* Increased frequency with which the Acid Tube deals damage
* G_RadiusSelectiveDamage no longer applies locational damage
* Moved some speed adjustment code into prediction; should prevent some prediction misses
* Tyrant can no longer charge up forever and must pass a specific minimum charge level
* Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit
* Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands
* Added LOS check to creep slowing
* Overmind now only complains if there are 0 spawns
* Spawns can no longer be built when there is no Overmind/Reactor
* The spawn closest to the point of death is chosen preferably if available
* Evolving no longer restores all health
* "give weapons" and "give ammo" cheats removed
* Fixed restoration of energy weapons bug
* When selling the battery pack, max ammo is given
* Fixed a bug where locational damage could sometimes scale damage to 0
* Added stage information to the end of game stats
* Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed
* Added G_ClosestEnt
* Reduced Dragoon spitball damage from 120 to 110
* Reduced Tyrant claw damage from 120 to 100
* Reduced Tyrant charge damage from 160 to 110
* Increased Barricade regeneration rate from 12 to 14
* Increased Overmind health from 500 to 750
* Decreased Overmind regeneration rate from 10 to 6
* Doubled Blaster speed from 700 to 1400
* Reduced Painsaw damage from 18 to 15
* Reduced Painsaw range from 48.0 to 40.0
* Reduced Grenade price from 300 to 200
* Reduced Shotgun repeat rate from 1200 to 1000
* Increased Shotgun damage from 6 to 7
* Increased Mass driver damage from 35 to 38
* Increased Chaingun damage from 5 to 6
* Reduced Flamer repeat rate from 300 to 200
* Extended Flamer range
* Increased ammo on all human weapons
* Reduced splashdamage on MG Turrets
* Moved build directory from tremulous to tremulous-dev
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* Free kill timer is no longer reset when spawning
* Removed loading of sprites/plasma1.tga
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* Disabled the anticamp trigger when you buy a weapon
* Fixed bug where the "Ready" text would render over the icons on the final scoreboard
* Changed the testmodel code to render gun barrels
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* 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
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* 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
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* Tweaked some font values
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* Fixed some serious bugs in the spawn queue code
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* 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
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* Balance tweaks
* A load of other stuff I can't remember
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* 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
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* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
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* Created a general buildable think function
* Fixed the post armoury weapon selection for real
* Balance tweaks
* A pile of other crap
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* Reduced size of misc_particle_system entity in entities.def
* Added prebuild sounds for the buildables
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* Fixed yaw swing bug on wall walking models
* Added cg_drawBBOX to... draw BBOXes
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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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* View locking works again
* Trapper projectile is displayed properly
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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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weirdness -- but how did it ever compile?!
* Minor tidy ups to model loading stuff
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* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
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* A few cleanups here and there
* Bye bye cg_creep.c
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