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path: root/src/cgame/cg_players.c
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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
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-06-29* Added a bunch of map entities: trigger_buildable, trigger_class,Tim Angus
trigger_equipment, trigger_heal, trigger_ammo, triggerable func_trains, target_rumble, trigger_gravity
2004-05-27* Added code to calculate the average number of players that are playingTim Angus
* Added stats on game end to aid balancing * "itemact <weaponname>" now selects a weapon as well as activating an upgrade * Disabled chat balloon entirely
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* Rethought custom footsteps a bit -- now includes clunk soundsTim Angus
* Hydra can no longer grab someone with a battlesuit
2004-01-30* Wall walking models now smoothly move over transitionsTim Angus
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
2004-01-21* Improved robustness of the particle system, hopefully resulting in fewerTim Angus
floating pointers * Moved adding particles to after adding the player weapon so that the muzzle particle systems match up properly
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
2004-01-15* Reduced FALLING_THRESHOLD slightlyTim Angus
* Fixed (id) bug in pmove that prevented the jump animation being triggered * Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
2004-01-09* Custom footsteps and disabled footsteps added to animation.cfg parseageTim Angus
* bobup now obeys class bob field * Bob cycles altered a bit
2004-01-07* Moved slowblob to advanced builderTim Angus
* 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
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
2003-12-24* Added a creep projection under a locked humanTim Angus
* Removed some debug messages * Severely cut down on static memory usage (130Mb)
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
2003-12-02* Changes for OverFlow's mofo modelTim Angus
* Map rotation system
2003-11-19* Added g_maprotation.c to the MakefileTim Angus
* (Experimental) fix for the broken buildables bug * Fixed selling active jetpack bug * Fixed usable buildable appearing for opposing teams buildables
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
2003-09-28* Jetpack now uses new particle systemTim Angus
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
2003-08-31* Misspelling of function prototype for BG_FindAccelerationForClass cause muchTim Angus
weirdness -- but how did it ever compile?! * Minor tidy ups to model loading stuff
2003-08-31* Changed the variable names pteam, pclass and pitem to be more descriptiveTim Angus
* Removed defering stuff from model loader * Modified CG_ScanForExistingClientInfo to load from corpseinfo
2003-08-31* Fixed hovel problemsTim Angus
2003-08-28* Fixed jetpack animation weirdnessTim Angus
* Made the jetpack client effect a little less spurious
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
2003-03-21* Eggs regenerate fasterTim Angus
* Human weapons stronger * Radically changed the alien evolution process * Buy menu now only shows things you are able to buy
2003-03-20* Fixed corpse death pose bugTim Angus
* Removed extraneous debug info * Jet pack much faster * Blocked spawns now nonfunctional
2003-02-17* Aliens no longer employ weapon modelsTim Angus
* Different attack animations triggered for primary, secondary etc..
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
2003-02-11* Death animations now play correctly for nonsegmented modelsTim Angus
* Nonesgmented corpses now render properly
2003-02-10* Nonsegemented model system now animated - partiallyTim Angus
2003-02-09* More work on the alternative model format. Model now in game, sans animationsTim Angus
2003-02-09* Started construction of a new model format, similar to Q2'sTim Angus
2002-11-16* Tidy ups and bug fixes in preparation for an alphaTim 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?)
2002-09-03* Large purge of legacy Q3A codeTim Angus
* Removed Q3A team system * Removed "gametype" stuff * Removed items * Refactored buildable physics * Other general cleanups
2002-08-28* Poison cloud WP_GRAB_CLAW_UPG server and client sideTim Angus
* Bug fixes to new wall walking code * Removed synced weapons * A few random bug fixes * Refactored and improved CG_LaunchSprite a little
2002-08-21* Model scale implemented for classesTim Angus
* Vastly improved rendering of player models on walls * Minor alterations to third person camera * Removed some redundant EF_ flags * Removed red alien dlight
2002-04-06Jetpack sounds and graphicsTim Angus
2002-01-28General corpse updatesTim Angus
2001-12-21After changing aliens->droids, changed droids->aliens *sigh*Tim Angus
2001-10-19License change to OSMLTim Angus
2001-09-15Commit before I play with TA menusTim Angus
2001-08-28Ceiling eggsTim Angus
2001-08-031.29h upgrade.. oooo particles heheheheheheTim Angus