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2004-09-29* A smattering of fondulationsTim Angus
2004-07-28* Most of the changes in the forum thread "Shake up"Tim Angus
2004-06-29* Added a bunch of map entities: trigger_buildable, trigger_class,Tim Angus
trigger_equipment, trigger_heal, trigger_ammo, triggerable func_trains, target_rumble, trigger_gravity
2004-05-29* Added code to report number of spawns remaining when spawningTim Angus
* Tweaked some font values
2004-05-27* Added code to calculate the average number of players that are playingTim Angus
* Added stats on game end to aid balancing * "itemact <weaponname>" now selects a weapon as well as activating an upgrade * Disabled chat balloon entirely
2004-05-16* Fixed the gigantic spawn queue fuck upTim Angus
2004-05-01* A plethora of assorted fiddlesTim Angus
2004-03-28* Fixed bug where upgraded chimera's electrical attack sometimes didn't workTim Angus
2004-03-25* Fixed particle system infinite loop bug in trem2Tim Angus
* Spawns that are interfered with plats now suicide * Fixed spectator scrolling colour screwup
2004-03-20* Added lcannon warning and blowupTim Angus
* Fixed some serious bugs in the spawn queue code
2004-03-18* Added trigger_stage entity which is fired on stage transitionsTim Angus
* Alien evolution is no longer allowed within range of humans * Reduced human damage boost from 10% to 7% * Reduced reactor base health to 1250
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
2004-03-15* Added knockback scalingTim Angus
* Balance tweaks * A load of other stuff I can't remember
2004-03-03* Fixed chasecam engagement bugTim Angus
* Raised turret effectiveness again * Raised human weapon damage by 5% * Refactored buildable rendering code * Buildable rendering now falls back to a box trace when a cap trace misses * Human ckit can't repair destroyed buildables * Human reactor strengthened by 50%
2004-03-02* Changes to the way the chasecam is triggeredTim Angus
2004-03-01* Reimplemented the chasecamTim Angus
2004-02-29* Added zoom function to weaponsTim Angus
* 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
2004-02-28* Added missing \n after server speechTim Angus
* Added auto select option to team menu * g_teamForceBalance now works * Added "reload" command * cg_lagometer now works
2004-02-27* Spawns can no longer spawn clients without delayTim Angus
* Spawn queues
2004-02-14* Fixed vieworg leaving PVS on death for classes with small BBOXTim Angus
* 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
2004-02-08* Fixed dropping off the ceiling as a wall walkerTim Angus
* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
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
2004-01-30* Rethought custom footsteps a bit -- now includes clunk soundsTim Angus
* Hydra can no longer grab someone with a battlesuit
2004-01-30* Wall walking models now smoothly move over transitionsTim Angus
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
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
2004-01-22* Particle system should complain less if it can't find a specific systemTim Angus
* Reduced size of misc_particle_system entity in entities.def * Added prebuild sounds for the buildables
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
2004-01-21* (Experimental) fix for a remaining broken buildable bugTim Angus
* Decreased door trigger size again * Creep is now triggered by s.time instead of events * Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities * Prevent sprinting if BUTTON_WALK is down * Increased sprint drain rate * Client spawning code unified with buildable validation code * Spawns are now testing for validity before they are built
2004-01-20* Changed taunt animation handling on nonseg modelsTim Angus
* Fixed yaw swing bug on wall walking models * Added cg_drawBBOX to... draw BBOXes
2004-01-19* Forced a weapon change when buying a weaponTim Angus
* Implemented dynamic stage boundaries * A shedload of balance tweaks * Inevitably other stuff that I've forgotten whilst SF CVS has been down
2004-01-16* Fixed absence of weapon flash effects with no flash modelTim Angus
* Adjusted chimera repeat rates a little
2004-01-15* Reduced FALLING_THRESHOLD slightlyTim Angus
* Fixed (id) bug in pmove that prevented the jump animation being triggered * Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
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
2004-01-13* Changed charge feedback and timing a bitTim Angus
* First frame of the buildable is now set before the construction animation * Fixed a secondary buildable animation bug
2004-01-13* Reduced strength of teslagenTim Angus
* Fixed the broken buildables bug for real this time (fingers crossed) * Disabled firing modes for destroyed buildables
2004-01-12* Charge no longer works backwardsTim Angus
* Dragoon pounce numbers fiddled a bit
2004-01-12* Poison now does 30 damage maxTim Angus
* 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
2004-01-11* Sorted out hydra gas screwupsTim Angus
* 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
2004-01-09* Custom footsteps and disabled footsteps added to animation.cfg parseageTim Angus
* bobup now obeys class bob field * Bob cycles altered a bit
2004-01-08* Negative angles now allowed in particle rotationsTim Angus
2004-01-07* Moved slowblob to advanced builderTim Angus
* 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
2004-01-05* Added shotgunTim Angus
* Fixed particle system destruction bug with muzzle systems * Fixed armoury retriggering bug
2004-01-04* Rather serious remote client particle system bug fixedTim Angus
* Buildable overrides now actually work * Helmet is now a skin replacement instead of model * Model destinations fixed up in the entities.def file
2003-12-24* Added a creep projection under a locked humanTim Angus
* Removed some debug messages * Severely cut down on static memory usage (130Mb)
2003-12-21* Added a means of overriding class and buildable media settings via cfg fileTim Angus
* View locking works again * Trapper projectile is displayed properly
2003-12-11* Upped *.particle file size limit to 32kbTim Angus
(never thought that would be an issue :) * Added "bounce cull" to particle syntax
2003-12-02* Changes for OverFlow's mofo modelTim Angus
* Map rotation system
2003-11-19* Added g_maprotation.c to the MakefileTim Angus
* (Experimental) fix for the broken buildables bug * Fixed selling active jetpack bug * Fixed usable buildable appearing for opposing teams buildables
2003-10-16* Added EV_FALLING to trigger the *falling1.wav soundTim Angus
2003-10-12* Added misc_particle_system entityTim Angus
* 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