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AgeCommit message (Collapse)Author
2013-01-03* put a cap of 2.5 seconds on the fov warping from pcloudRoman Tetelman
2013-01-03* Cleanup thirdperson spec codeChristopher Schwarz
- Remove the temporary manual override cvars - Bring back cg_thirdpersonangle by request even though it's only useful in non-gameplay cases - Move thirdperson view offset values to classconfigs where they belong - Attempt once again to fix cg_thirdpersonpitchfollow
2013-01-03* Get rid of uselessly-named itemDef_t->special and replace withBen Millwood
feederID or window.borderSize where applicable.
2013-01-03* Cheat protect cgame cvars that indirectly set timescaleBen Millwood
2013-01-03Improve timing of weapon change feedbackBen Millwood
2013-01-03* reduce the duration of the disorient on basilisk gasRoman Tetelman
2013-01-03* Fix negated condition introduced in r1060 (DevHC)Tim Angus
2013-01-03Remove repeater overlap prevention codeBen Millwood
2013-01-03add cg_disableBlueprintErrors and un-cvarize g_humanRepeaterAllowOverlapBen Millwood
2013-01-03Zone BP updates, and a minor bug fixBen Millwood
* 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
2013-01-03Zone BPBen Millwood
2013-01-03Dead buildables are ignored on radarBen Millwood
2013-01-03* add CG_PLAYER_CREDITS_FRACTION to display partial fragsRoman Tetelman
2013-01-03* Restructure G_WideTrace a bitTim Angus
* Fix a load of 1.f style floats to 1.0f
2013-01-03* Replace BG_(Un)PackZapTargets with more generic and less muddled ↵Tim Angus
BG_(Un)PackEntityNumbers
2013-01-03* Use the MN_ system for team lock and player limit messagesTim Angus
2013-01-03* Fix ordinals in spawn queue to not display 11st, 12nd, 13rd etc.Tim Angus
2013-01-03* s/G_TriggerMenu2/G_TriggerMenuArgs/Tim Angus
* s/ALIEN_CREDITS_PER_FRAG/ALIEN_CREDITS_PER_KILL/
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* Fix a new formatting issue from revision 1189M. Kristall
* Use client list functions for ready code
2013-01-03* (bug 4037) cgame forgets to close buildstat.cfgM. Kristall
* Admin searches now list all matches * !listadmins now properly handles negative numbers * "!ban: too many bans" errors were sometimes wrong * A bit of refactoring * Add %s support to sscanf
2013-01-03* make zap damage instantRoman Tetelman
2013-01-03* Fix HUD being enabled while dead (caused by r1187)Ben Millwood
* Don't allow cg_draw2d to disable no-stamina blindness
2013-01-03* make zap display targets beyond 3 and general zap cleanupRoman Tetelman
* Remove version determining code from makefile since it has to walk 300 revisions every compile and produces incorrect results anyway
2013-01-03* Make missing default_hud a fatal errorBen Millwood
* Move "SPECTATOR" text to the HUD menu files * Make "following" text an ownerdraw
2013-01-03* Remove unused references to bankBen Millwood
* Remove cg_drawStatus as it's pretty much unused, too
2013-01-03* New zap (fixes #40)Roman Tetelman
FIXME: currently limited to 3 targets due to netcode restrictions FIXME: this code could probably use some general cleanup as well
2013-01-03* (bug 2803) Tighten some spelling/grammar/typos in various places (Phil ↵Christopher Schwarz
Bordelon, Ben Millwood)
2013-01-03* Fix text alignment of UI items that display cvar contentsBen Millwood
* (bug 3952) display winning team string at the bottom of the scoreboard after a game * Prevent users from changing some ui communication cvars
2013-01-03* Fix incorrect positioning of some text display in lagometerBen Millwood
2013-01-03* (bug 3964) Fix votedisplaystrings printing as blank in some circumstances ↵Christopher Schwarz
(thanks Rezyn for 1/2 of this fix)
2013-01-03* (bug 3354) Add /clientlist cgame command for listing connected clients (DevHC)Christopher Schwarz
* Remove ADMF_SEESFULLLISTPLAYERS and return !listplayers to the old default value of always listing everything. Servers can now freely disallow !listplayers from non-admins, who can use /clientlist (or the GUI) to obtain the info they need.
2013-01-03* Fix thirdperson death cam view for suicidesChristopher Schwarz
2013-01-03* Make dead cam follow the killer's movements instead of just looking at ↵Christopher Schwarz
where they were at time of death.
2013-01-03* Should fix thirdpersonpitchfollow in shoulderview modeChristopher Schwarz
2013-01-03* Don't display team join message if previous clientinfo was invalid (bug 3960)Ben Millwood
* Move CG_TeamJoinMessage to cg_players.c near where it is used * When changing team, execute cg_(alien|human|spectator)Config as appropriate
2013-01-03* Fix dead cameraChristopher Schwarz
* Partially fix thirdpersonpitchfollow so you shouldn't get stuck anymore, but you can still get angle wrapping
2013-01-03* redo hovel removal in a way that doesn't break log parsers (reported by msk)Roman Tetelman
2013-01-03Removing some unused variables and functionsBen Millwood
2013-01-03* Revert 89f3c2786ab64bef0213aa97481b39ec4d68884a. so it won't conflict with...Roman Tetelman
2013-01-03Fix dragoon barb display on widescreenBen Millwood
2013-01-03* remove hovel (fixes #26) (todo: go back and actually remove the code)Roman Tetelman
2013-01-03BP Queuing systemBen Millwood
* 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
2013-01-03* fix compiler warningRoman Tetelman
* remove reference to holding +button5 to repair in tutorial text
2013-01-03* Revert stagedowns (fixes #2)Roman Tetelman
2013-01-03* fix for location not updating while following a player (reported by ↵Roman Tetelman
megatog615) * dead buildables no longer bleed
2013-01-03* Don't play EV_FALL_FAR sound if deadBen Millwood
* Merging some fixes from mgdev, courtesy of Michael "Risujin" Levin: - Ensure SnapVector always snaps downwards, rather than always towards 0 - Don't send score information that won't be displayed - /give poison as a human poisons rather than boosting * Remove some trailing whitespace * Remove some useless intermediate variables in cg_draw.c * Ammo/clips/build timer display depends on primary weapon rather than equipped - (this also fixes bug 3837)
2013-01-03* aliens were getting the wrong hitsound when attacking human buildablesRoman Tetelman
2013-01-03* Fix a minor oops in thirdperson pitch angle clamping code.Christopher Schwarz
2013-01-03* More thirdperson follow and shoulder-cam stuff:Christopher Schwarz
+ Totally redo all the shoulder view positions + Change cg_thirdPersonShoulderView -> cg_thirdPersonShoulderViewMode and give it new behaviors - 0: always use regular third person view - 1: use regular third person view but go to shoulder during wallwalk (default) - 2: always use shoulder view + Following of the player's pitch (in both modes) is disabled but can be reenabled using cg_thirdPersonPitchFollow 1 - This cvar is intended to be temporary. One way or the other will be kept for trunk. + Unbreak regular third person view during wallwalk (I still don't like the way it looks though) + Add a set of temporary cvars for tweaking shoulder view positions for each class - cg_shoulderViewOverride 1 will activate the following cvars and ignore the hard-coded positions - cg_shoulderViewUp cg_shoulderViewRight cg_shoulderViewForward then offset the views instead - These four cvars will not go to trunk. They are so that people can easily test different viewpoints (to be hardcoded) and suggest them to me during this testing phase.