| Age | Commit message (Collapse) | Author | 
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This avoids apparently spurious 'bad client number' messages, caused by the
difference in item counts between humans and aliens. Suspected cause is a
race between client and server; the effect can (at least in Unvanquished) be
observed as spectator when switching between players on opposing teams.
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field for aliens
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(/dev/humancontroller)
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Now that builtin commands can't be removed, this should be safe
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30 second wait before you can change again
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* Client to namelog mapping
* Merge mute, denybuild, ptr in namelog; remove ptr
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* Require buildable names instead of buildnums in layouts
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* Remove some redundant code
* Make an error non-fatal
* Formatting fixes
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* Admin commands are just like all other commands now: no more !
  ("!map" was renamed to "changemap" since "map" already exists)
* Text in the chat ui beginning with / or \ is treated as a command unless
  ui_chatCommands = 0 (default 1)
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* Assorted minor cleanups of CG_Say
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arguments is already known
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character ever, but nothing was using it so nobody noticed (thanks Oopss)
* Add ALIGN_NONE and VALIGN_NONE types for CG_Text_Align function
* Slightly widen the location item on the default hud, since just a little bit more fits most maps better
* Prevent seeing crosshair playername text for players on the other team while in SPECTATOR_LOCKED
* Fix formatting nitpick from a few revisions ago
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* Fix /destroy (devmap only) to work on marked buildables without having to use it twice
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(Exclamation)
* Prevent up arrow, down arrow, tab, and mouse buttons from unexpectedly sending Say: menu text
* Fix a crash introduced by r1813 when using teamsay on a map without location entities
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team, in order to prevent dretches with fast computers from camping the other base before the humans even load the map. Disabled by default; set g_doWarmup 1 to enable.
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* Fix showing your own location in CG_Say
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* Restore /ignore functionality to a couple message types I forgot (Undeference)
* Fix some color bleeds on names (Rezyn)
* Fix an uninitialized buffer in featured labels (Rezyn)
* Apply team colors to only the letter and not the brackets too, in cg_chatteamprefix (Undeference)
* Default cg_drawcrosshairs 2, crosshairs for everything (kevlarman)
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* Support parsing /say_area out of /say
* General cleanups/refactors to messaging code
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class/equipment, and locations of teammates
  - Disable with cg_drawTeamOverlay 0 or remove it from your hud
  - Control number of teammates to show with cg_teamOverlayMaxPlayers
  - When teamoverlay is enabled, show health of teammates next to their name when the crosshair is over them
  - Servers who dislike gameplay effects or want to save on bandwidth use can use g_allowTeamOverlay 0 to disable the feature for players
  - Special thanks to Risujin for bring this idea and the original patch to Tremulous
* Cache teaminfo on the server and send only when needed (Undeference)
* Increase frequency of sending updated teaminfo (Undeference)
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* Bring back "teamoverlay" cvar and default it to 1
* Add "cg_chatTeamPrefix" cvar
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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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* Remove cvar g_suddenDeath since it is no longer needed
* "Sudden Death in 0 seconds!" should no longer display on map start when sudden
  death is disabled
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* Add g_humanRepeaterAllowOverlap defaulting to 1
	* Add a build error message when building a repeater would cause a power zone to overlap
	* Lower DC range from 10,000 -> 1,000
	* Repeaters will suicide if they are *inside* of another power zone
	* Unpowered buildables no longer take away BP from the main reactor zone
	* Repeaters will only power the BP that can be built from them
	* Repeaters can now be moved
	* Don't set s.misc anymore since BP is calculated server-side
	* Fix G_IsDCCBuilt( ) so that it can return true even if a DC is built farther than DC_RANGE units from position 0, 0, 0
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Bordelon, Ben Millwood)
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* Remove humanBuildPointsPowered as it isn't used nor is it likely to be
* Ensure that alien buildables no longer count for BP after they exploded
* Don't restore the BP for a destroyed building as soon as it is destroyed -
  instead, add them to a global queue and restore them slowly, as determined
  by g_<team>BuildQueueTime
* Remove G_IsOvermindBuilt in favour of level.overmindPresent which did
  pretty much the same thing
This resolves issue #6
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* Random fixes/rearrangements in deconstruct and PM_Weapon
* Merge tremulous r1137
  - noclipping specs
  - other noclip stuff
  - fix ammo check
  - maprotation fixes
  - no taunting when dead
  - code-level crap
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* Fixes to ready code: supports MAX_CLIENTS slots without relying on its value
 * Removing references to an apparently useless escape character in chat
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* pleasedonthurtmenorfmademedoit
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* (bug 3746) Lookup table for UI commands (Ben Millwood)
* and some other refactoring
* Fix a couple null dereferences introduced in 1120
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* Don't send tinfo servercommands by default
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