Age | Commit message (Collapse) | Author |
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particles
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* Fix some non sequiturs
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* Do not bail out of parsing particle script files when a duplicate name is seen
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(in part thanks to Who-[Soup])
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* Fix off-by-one errors and some gcc warnings
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box restrictions
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile
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Lucifer Cannon aesthetic changes:
* Secondary fire has a blaster-like trail and impact flash
* Primary fire missile sprite and impact particles scale their size with charge strength
* Other players can hear Humans overcharge
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enter solids.
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highest built-in graphic setting. When set to 0, particles
don't use bounce off anything and therefore their movement
doesn't require trace calls. This gives a significant frame
rate boost in many situations.
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* Disable static_transform particle system warning
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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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* Made the test for particles at rest less strict
* Fixed a bug with the game element disabling stuff
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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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* 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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parsed and registered
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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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* Spawns that are interfered with plats now suicide
* Fixed spectator scrolling colour screwup
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* Balance tweaks
* A load of other stuff I can't remember
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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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floating pointers
* Moved adding particles to after adding the player weapon so that the muzzle
particle systems match up properly
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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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(never thought that would be an issue :)
* Added "bounce cull" to particle syntax
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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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* 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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