Age | Commit message (Collapse) | Author |
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* Added worldspawn keys to disable specific game elements
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* 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
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* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
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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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* Disabled the anticamp trigger when you buy a weapon
* Fixed bug where the "Ready" text would render over the icons on the final scoreboard
* Changed the testmodel code to render gun barrels
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* Refactored observer mode code
* Fixed poison cloud being distorted in observer mode (by not rendering it)
* Fixed walking wall smoothing being distorted in observer mode (by not performing any smoothing)
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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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* Added code for reload binding
* Turrents now give up an out of range target
* Reactor cannot be used once destroyed
* Reduced effectiveness of acid tube, turret and hive
* Raised advanced build times
* Reduced overall alien damage slightly
* Raised mofo health (again)
* Raised dragoon projectile damage
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* Medistat now only heals one at a time
* Alien blood never red now
* Scaled down build points, hud now shows actual value
* Added a "width" parameter to every melee attack
* Added "sell weapons" and "sell upgrades" commands
* Reduced pulse rifle strength a bit
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* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
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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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* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
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* Dragoon pounce numbers fiddled a bit
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* 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
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* bobup now obeys class bob field
* Bob cycles altered a bit
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* 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
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* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
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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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* 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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* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
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* Introduced a really hacky fix to a model caching bug (ClientInfoChanged)
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* Sorted out hud selection code
* Wall walk smoothes now performed in the correct order (d'oh)
* Fixed bug involving human credit
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* Constants propogated throughout the source
* Various random fixes and tweaks
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* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
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* Implemented most of WP_GROUD_POUND
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* Bug fixes to new wall walking code
* Removed synced weapons
* A few random bug fixes
* Refactored and improved CG_LaunchSprite a little
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* Vastly improved rendering of player models on walls
* Minor alterations to third person camera
* Removed some redundant EF_ flags
* Removed red alien dlight
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* Level 1 class blob fire
* Loading screen
* "SPECTATOR" display uses TA UI
* Buildable weapon delays
* Display of build points on huds
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