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path: root/src/cgame/cg_servercmds.c
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2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* 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
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* 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
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
2005-07-18* Repeater is now freeTim Angus
* Repeater can now only be built in locations with no power * Repeater will self destruct if it has not powered anything for 90 seconds * Reduced period for free kills/credits * Mass driver damage reduced by 40% * Build timers increased a bit, especially human * The more healthy human buildables now take longer to repair
2005-06-29* Fixed a bug where menus would appear during demo playbackTim Angus
* Fixed a bug where delayed suicide would persist over death * Reduced turret health and damage, increased range * Generally strengthened alien buildable health and regen a little * Increased damage that hives do * Unlocked the trapper at stage 1 * Lev0 alien can now damage human defensive structures * Booster now doubles alien regeneration rate * Updated dependancies
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-01-31* An overmind is now required for aliens to upgradeTim Angus
* Damaged aliens now need a couple of seconds before they can regenerate * Very slightly increased human buildable health in general * Increased armoury and turret health a wee bit more significantly * Classes which suicide/teamkill don't get taken into account for credit anymore * Reduced chaingun damage slightly * Increased angular speed of turrets
2004-11-30* PTRC (post timeout restoration code) systemTim Angus
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-05-29* Added code to report number of spawns remaining when spawningTim Angus
* Tweaked some font values
2004-03-18* Added trigger_stage entity which is fired on stage transitionsTim Angus
* Alien evolution is no longer allowed within range of humans * Reduced human damage boost from 10% to 7% * Reduced reactor base health to 1250
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
2004-01-30* Wall walking models now smoothly move over transitionsTim Angus
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
2004-01-19* Forced a weapon change when buying a weaponTim Angus
* Implemented dynamic stage boundaries * A shedload of balance tweaks * Inevitably other stuff that I've forgotten whilst SF CVS has been down
2004-01-11* Sorted out hydra gas screwupsTim Angus
* Synced MOD_ and EV_ lists * Removed "devmap" command from map rotation system * Increased soldier bite damage to 50 * Reduced price of light armour to 70 * Added visibility tests to the hive and acid tube * Some other stuff
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
2003-09-03* Ditched the Bank and FloatmineTim Angus
2003-09-03* Added SURF_NOALIENBUILD and SURF_NOHUMANBUILD so that building can beTim Angus
prevented via shader
2003-09-01* Menus are now automatically closed upon deathTim Angus
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
2003-08-15* Prelim introduction of the blasterTim Angus
2003-08-12* Bug fix to listbox reset featureTim Angus
* Client side creep significantly reworked * MinNormal is actually tested for now * Overmind no longer attacks after dying * Some internal hivemind->overmind confusion fixups
2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
* Finished code support for new armoury menu
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
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?)
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
2002-07-29* ScoreboardTim Angus
* Level 1 class blob fire * Loading screen * "SPECTATOR" display uses TA UI * Buildable weapon delays * Display of build points on huds
2002-06-24Integrated wolfenstein trails stuffTim Angus
2002-04-06Staging announcementsTim Angus
2002-01-02Rudimentary staging code. Simplified building rules - they were over complexTim Angus
2001-10-19License change to OSMLTim Angus
2001-09-18Switch to TA ui stuffTim Angus
2001-08-19Buildable points now configurable via worldspawnTim Angus
2001-08-15Added spriter - simple particle engine for mappersTim Angus
2001-08-031.29h upgrade.. oooo particles heheheheheheTim Angus
2001-07-18Fiddled alt fire a bitTim Angus
2001-03-28Refined power some more. An actual limit is present now.Tim Angus
2001-01-07license changeTim Angus
2001-01-031.27 upgradeTim Angus
2001-01-03im making a right mess of thisTim Angus
2001-01-031.27 importTim Angus