Age | Commit message (Collapse) | Author |
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* Fixed yaw swing bug on wall walking models
* Added cg_drawBBOX to... draw BBOXes
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* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
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* Adjusted chimera repeat rates a little
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* Fixed (id) bug in pmove that prevented the jump animation being triggered
* Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
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* 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
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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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* Fixed the broken buildables bug for real this time (fingers crossed)
* Disabled firing modes for destroyed buildables
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* Dragoon pounce numbers fiddled a bit
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* Crosshair names (re)implemented
* Mofo attack anims randomised
* Mofo charge anim triggered
* Switched the order of the spawn menus
* Stamina no longer interferes with the jet pack
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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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* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
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* Buildable overrides now actually work
* Helmet is now a skin replacement instead of model
* Model destinations fixed up in the entities.def file
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* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
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* View locking works again
* Trapper projectile is displayed properly
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(never thought that would be an issue :)
* Added "bounce cull" to particle syntax
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* Map rotation system
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* (Experimental) fix for the broken buildables bug
* Fixed selling active jetpack bug
* Fixed usable buildable appearing for opposing teams buildables
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* 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
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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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* 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
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* Added some sanity checks to the particle system
* Bug fixes
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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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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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* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
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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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* Added the server side stuff for the hive
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* Removed a bunch of entities not applicable to Tremulous
* Wrote an entities.def file for Tremulous (ugh gak horrible syntax)
* Updated depend file
* Various other small tweaks here and there
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* Usable buildable icon is only displayed on reactors and repeaters if you have
an energy weapon
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* Removed unnecessary enitity relinks in g_buildable.c
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prevented via shader
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weirdness -- but how did it ever compile?!
* Minor tidy ups to model loading stuff
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* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* Buildable weapons now have their effects properly applied
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* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
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* 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
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hindsight) and replaced with an entityState_t based approach
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* Made the jetpack client effect a little less spurious
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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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