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2017-03-09drop the use of the origin and angles fields of entityState_t in the cgame ↵/dev/humancontroller
module (use lerp values instead)
2017-03-09allow misc_particle_system entities to use the angles spawn variable/dev/humancontroller
2017-03-09also invalidate the buildable orientation cache if the angles or the ↵/dev/humancontroller
buildable type changes
2017-03-09do not position buildables too far away from their game-specified origin; ↵/dev/humancontroller
display buildables even in air
2017-03-09also display, on the speedometer, the maximum speed reached within a time window/dev/humancontroller
the cg_maxSpeedTimeWindow cvar configures, in milliseconds, the time window; at most 4096 speed samples are stored (so a time window setting of 4 seconds is guaranteed to work even at 1000fps)
2017-03-09also use configstring #CS_LOCATIONS+0 for storing location names/dev/humancontroller
includes some refactoring
2017-03-09remove some '\n's from strings passed to error calls/dev/humancontroller
2017-03-09refactor stuff/dev/humancontroller
2017-03-09prep for size_t change from int to unsigned int/dev/humancontroller
2017-03-09use floatint_t/dev/humancontroller
2017-03-09class-specific landing bobbing amounts/dev/humancontroller
2017-03-09implement the range marker functionality, use it to create buildable range ↵/dev/humancontroller
markers use the entity 64-bit client-masking extension when available
2017-03-09make the ignore functionality even transmission-complete, moving the ↵/dev/humancontroller
necessary parts to the game module TODO: implement the vsay-equivalent of G_SayTo()
2017-03-09refactor stuff/dev/humancontroller
2017-03-09allow particles of child particle systems to be launched with (dynamic) normals/dev/humancontroller
new particle script constructs (in particle blocks): {velocityType | accelerationType} {last_normal | opportunistic_normal} the base vector in case of opportunistic_normal is (0,0,0) if the particle is flying, and is a surface normal vector if the particle is in/on a map surface. the base vector in case of last_normal is always a valid direction, though sometimes an arbitrary one (the up direction). in both cases, the initial value of the last/opportunistic normal vector is propagated from the parent particle. the last/opportunistic vector is a new particle system variable, and the original normal vector is not touched, so this change retains backward-compatibility.
2017-03-09allow negative values for initial velocity and acceleration magnitudes of ↵/dev/humancontroller
particles
2017-03-09add bounds checking to the weapon number in CG_AddPlayerWeapon()/dev/humancontroller
2017-03-09remove the abusable levelshot command and related hacks/dev/humancontroller
2017-02-08add missing trailing '\n's from strings to execute; add double quotes around ↵/dev/humancontroller
substituted argument strings also transform trailing ';'s to '\n's
2017-02-07fix some usages of abs(), part 1: non-gamelogic-changing changes/dev/humancontroller
detected by Clang changes in tr_main.c reviewed by SmileTheory
2017-02-07silence some MSVC warnings/dev/humancontroller
2017-02-07silence a bunch of compiler warnings/dev/humancontroller
2015-06-08merge some changes from the old "gpp" branch: add cg_hudFilesEnable, disable ↵/dev/humancontroller
a warning
2014-06-17Various adjustments so it compilesTim Angus
2013-03-27Fix some warnings caused by lack of noreturnTim Angus
2013-03-12Drop team info if it's for the wrong team's players.Darren Salt
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.
2013-02-16Update copyright noticesTim Angus
2013-02-16Add renderercommon/tr_common.hTim Angus
2013-01-12Fix a bunch of warningsTim Angus
2013-01-02CG_CopyLine was ignoring array length (9a5f541)M. Kristall
2013-01-03* Refactor some of CG_ParseParticleM. Kristall
* Fix some non sequiturs
2013-01-03* Fix a couple of errors parsing particle scriptsM. Kristall
* Do not bail out of parsing particle script files when a duplicate name is seen
2013-01-03* Simplify some weapon-related code (re r1431)M. Kristall
2013-01-03* Smarter way to check if teamoverlay info should be sent; don't send upgradeM. Kristall
field for aliens
2013-01-03* Fix a bunch of variable set but not used warningsM. Kristall
2013-01-03* (bug 5000) refactor: use ARRAY_LEN; remove undefined functions; more size_tM. Kristall
(/dev/humancontroller)
2013-01-03* Remove now unused join-during-warmup errorM. Kristall
2013-01-03* Periodically update scoreboard when visible if +scores is held down a whileM. Kristall
or bound to a *lock key. This will also update pings during intermission
2013-01-03* Fix some (most) commands not unregistering when disconnectingM. Kristall
2013-01-03* Unregister commands advertised by the server when disconnectingM. Kristall
Now that builtin commands can't be removed, this should be safe
2013-01-03* Add ready-related text to cg_tutorial during intermissionChristopher Schwarz
2013-01-03* Silence some set-but-unused variable warnings. There are still more. Many ↵Christopher Schwarz
others will be handled in the next upstream merge.
2013-01-03* (bug 4959) Merge ioq3 r1822, r1874 (/dev/humancontroller)Christopher Schwarz
2013-01-03* (bug 5003) Improve implementation of cg_DrawSides, which is currently ↵Christopher Schwarz
unused (/dev/humancontroller)
2013-01-03* (bug 5002) Color uncolored names white in the scoreboard to match behavior ↵Christopher Schwarz
elsewhere (/dev/humancontroller)
2013-01-03* (bug 4996) Fix invalid configstring errors regarding locations in cgame. ↵Christopher Schwarz
(/dev/humancontroller)
2013-01-03* Allow display of weapon/class/upgrade icons on scoreboard when using ↵Christopher Schwarz
noclip while spectating (thanks Teapot)
2013-01-03* Silence dumb compiler warningChristopher Schwarz
2013-01-03* Make weapon registration error reporting less touchy and more informativeBen Millwood
2013-01-03* Show who received a private message and how to respond againM. Kristall