Age | Commit message (Collapse) | Author |
|
|
|
|
|
* Added BG_UpgradeClassAvailable
* Added generalised BG_*IsAllowed functions
* Added some binding traps to cgame
* Added tutorial mode (cg_tutorial)
|
|
* Changed defaults for r_picmip and r_textureMode
* Changed internal alien weapon names
* Removed playback of the intro movie
* Fixed painblend reset bug
* Added multiple chat sounds
* Player splash wake now uses mark system
|
|
* De-quaked various bits and pieces
* Integrated Tremulous into the ioq3 source
* Relicensed Tremulous to be GPL
* It compiles!!!!!!!!11111111!!!!1
|
|
|
|
|
|
|
|
* Fixed Marauders momentarily disappearing when wall jumping
* Fixed a potential crash bug involving the use of generic1
* Fixed being able to build multiple coincident repeaters if there is no reactor
* Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present
* Fixed invoking "reload" during a weapon reload causing an unnecessary reload
* Fixed aliens having the wrong blood colour when shot with a las gun
* Fixed hovel causing invisible builders
|
|
* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
|
|
* 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
|
|
* Scriptable trails system
* Various other stuff I'm too tired to try and remember now
|
|
* 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
|
|
|
|
* 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
|
|
|
|
trigger_equipment, trigger_heal,
trigger_ammo, triggerable func_trains,
target_rumble, trigger_gravity
|
|
* Added stats on game end to aid balancing
* "itemact <weaponname>" now selects a weapon as well as activating an upgrade
* Disabled chat balloon entirely
|
|
* Balance tweaks
* A load of other stuff I can't remember
|
|
* 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
|
|
* Hydra can no longer grab someone with a battlesuit
|
|
* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
|
|
floating pointers
* Moved adding particles to after adding the player weapon so that the muzzle
particle systems match up properly
|
|
* Fixed yaw swing bug on wall walking models
* Added cg_drawBBOX to... draw BBOXes
|
|
* Fixed (id) bug in pmove that prevented the jump animation being triggered
* Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
|
|
* bobup now obeys class bob field
* Bob cycles altered a bit
|
|
* Dragoon now has linear projectile attack
* Hopefully fixed bug where muzzle particle systems weren't properly destroyed
* Base Chimera no longer has electrical attack
* Jet pack now "malfunctions" when the user takes damage
|
|
* Buildable overrides now actually work
* Helmet is now a skin replacement instead of model
* Model destinations fixed up in the entities.def file
|
|
* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
|
|
* View locking works again
* Trapper projectile is displayed properly
|
|
* Map rotation system
|
|
* (Experimental) fix for the broken buildables bug
* Fixed selling active jetpack bug
* Fixed usable buildable appearing for opposing teams buildables
|
|
* 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
|
|
|
|
* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
|
|
* Changes to Makefile and depend file for above
* Tweaks to entities.def
* Apparently a bunch of other stuff I've forgotten about
|
|
weirdness -- but how did it ever compile?!
* Minor tidy ups to model loading stuff
|
|
* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
|
|
|
|
* Made the jetpack client effect a little less spurious
|
|
* Fixed bug where credits weren't blanked between team changes
* Flamer ejection point now a tag
* Jetpack ejection point now a tag + jetpack flash
|
|
* Upgrade icons now use sensible names
* More cannon misspelling fixes
|
|
* Various other media issues
* Light flare tweaks
* I can spell, no really I can... (canon->cannon)
* Other stuff I forgot
|
|
* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
|
|
* Removed extraneous debug info
* Jet pack much faster
* Blocked spawns now nonfunctional
|
|
* Different attack animations triggered for primary, secondary etc..
|
|
* Patch before this introduced nearby object for corpses
|
|
* Armour skins and battlesuit/helmet models now used
|
|
* Nonesgmented corpses now render properly
|
|
|