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path: root/src/cgame/cg_weapons.c
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2004-03-20* Added lcannon warning and blowupTim Angus
* Fixed some serious bugs in the spawn queue code
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
2004-03-02* Changes to the way the chasecam is triggeredTim Angus
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
2004-01-25* Fixed two serious particle system bugsTim Angus
* Created a general buildable think function * Fixed the post armoury weapon selection for real * Balance tweaks * A pile of other crap
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
2004-01-16* Fixed absence of weapon flash effects with no flash modelTim Angus
* Adjusted chimera repeat rates a little
2004-01-15* Fixed physics bug where movers would displace buildablesTim Angus
* Light flares are now occluded by the player in 3rd person mode * Setting s_initsound 0 no longer causes the weapon.cfg loader to complain * Limited viewangles to +/-90 degrees when grabbed
2004-01-05* Added shotgunTim Angus
* Fixed particle system destruction bug with muzzle systems * Fixed armoury retriggering bug
2003-12-11* Upped *.particle file size limit to 32kbTim Angus
(never thought that would be an issue :) * Added "bounce cull" to particle syntax
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* Buildable damage effects are now particle system poweredTim Angus
2003-09-27* weapon.cfg files changed a bit to include sections for alternate fire modesTim Angus
* 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
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
2003-09-12* Removed the func_door_model auto scaling and positioning code - it didn't workTim Angus
* Added the server side stuff for the hive
2003-08-29* Buildables now use ANIM_TOGGLEBIT properlyTim Angus
* Remaining MOD_s added * Added WP_MGTURRET to split to mgturret from the rifle * Buildable weapons now use weapon lights and flash sounds etc * Fixed turret oscillation bug
2003-08-28* Reworked the charge ability on the mofoTim Angus
* Chucked all that god awful knock over code * Replaced sticky field in class with acceleration and friction * A few other random tidy ups
2003-08-15* Prelim introduction of the blasterTim Angus
2003-08-02* Fixed bug where the inventory would turn red on low ammoTim Angus
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
2003-08-01* Jetpack media codeTim Angus
* Various other media issues * Light flare tweaks * I can spell, no really I can... (canon->cannon) * Other stuff I forgot
2003-03-29* Missing return type fixTim Angus
2003-03-29* Rewrote the weapon loader to reference a set of weapon.cfg filesTim Angus
* Removed the code deprecated by the above change * Fixed a typo in tremulous.h
2003-01-26* cg_lagometer defaults to 0Tim Angus
* Rifle and Ckit now free (d'oh) * Changes to zap client side effects
2002-12-02* Amendments to the hud drawing stuffTim Angus
2002-11-30* Various additions for the latest human hudTim Angus
2002-09-23* Fixed build timer bugTim Angus
* Crosshair per weapon * Added dlight to flame balls - bit of a performance hit * Tweaked flamer repeat rate * Fixed human buildable explosion sound (FIXME: sync with anims?)
2002-09-16* Added global header tremulous.h in preparation for balancingTim Angus
* Constants propogated throughout the source * Various random fixes and tweaks
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?)
2002-09-02* Bug fixes to TA consoleTim Angus
* Implemented most of WP_GROUD_POUND
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
2002-08-24* Added regeneration aura for highest alien classTim Angus
* Added skeleton weapon WP_GRAB_CLAW_UPG * Mucked around with some speeds
2002-08-16* Emergency commit - fileserver dying :/Tim Angus
2002-08-13* Added ownerdrawn FPS, timer, snapshots and lagometerTim Angus
* Fixed bugs in selection after buying/selling upgrades
2002-06-25Zap now seperate from TeslaTim Angus
2002-06-24Fancy teslagen effectsTim Angus
2002-06-24Integrated wolfenstein trails stuffTim Angus
2002-06-22Las Gun and Pain SawTim Angus
2002-06-21Weapon additions???Tim Angus
2002-04-05Ownerdrawn weapon selectionTim Angus
2002-04-01Partial infopanes implementationTim Angus
2002-03-29Bugfix to radix sort. Flamer soundsTim Angus
2002-03-26Flame ball has full opacityTim Angus
2002-03-26LEs now zsorted. Tweaks to flamer effectTim Angus
2002-03-25Client side flamer effectsTim Angus
2002-03-25Partial client side flamer effectTim Angus
2002-01-09A bunch of stuffTim Angus
2002-01-06Purged some more weapons code.Tim Angus
2001-12-30bg_itemlist is dead. YayTim Angus