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2005-06-29* Fixed a bug where menus would appear during demo playbackTim Angus
* Fixed a bug where delayed suicide would persist over death * Reduced turret health and damage, increased range * Generally strengthened alien buildable health and regen a little * Increased damage that hives do * Unlocked the trapper at stage 1 * Lev0 alien can now damage human defensive structures * Booster now doubles alien regeneration rate * Updated dependancies
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-06-05* Added flashing alien icon if already at maximum classTim Angus
* Improved scanner render and refactored scanner code * Added animated projectiles * Grenade * Changed model names to be human name agnostic * Added sounds for lev1 grab and lev4 charge * Added sound for failed evolution * Added battery pack rendering code * Added functionality to particle system to allow attachment of particle systems to particles (for nice explosions) * Implemented CG_FileExists * Added some code to gracefully handle missing sounds (easier than making the sounds :D) * cg_drawBBOX now draws player BBOXen * Renamed the alien classes (now done in class override scripts) * Implemented Vector4Add * The usual assorted bug fixes
2005-01-31* An overmind is now required for aliens to upgradeTim Angus
* Damaged aliens now need a couple of seconds before they can regenerate * Very slightly increased human buildable health in general * Increased armoury and turret health a wee bit more significantly * Classes which suicide/teamkill don't get taken into account for credit anymore * Reduced chaingun damage slightly * Increased angular speed of turrets
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-10-16* Bug fixes to the bug fixes to alien frag sharingTim Angus
2004-10-10* Heavily revised alien frag sharingTim Angus
* Other assorted changes
2004-07-28* Most of the changes in the forum thread "Shake up"Tim Angus
2004-05-01* A plethora of assorted fiddlesTim Angus
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%
2004-02-29* 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
2004-02-08* Fixed dropping off the ceiling as a wall walkerTim Angus
* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
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
2004-01-19* 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
2004-01-14* Fixed the bug where trem menus were ineffectualTim Angus
* Rewroted the hovel block testing code to be cleaner and work better
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
2004-01-07* 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
2003-12-02* Changes for OverFlow's mofo modelTim Angus
* Map rotation system
2003-10-10* Wall jumping for chimeraTim Angus
* Changed a few jump heights * Added vote team kick * Re-placed the voting notes * Passed voting info to UI module * Removed "spawnBody" command
2003-10-04* Switched Dragoon and Chimera in preparation for wall jumpingTim Angus
* Removed SCA_CANJUMP and replaced with BG_FindJumpMagnitudeForClass * Fixed bug where holding crouch on a non-crouching class distorted speed
2003-10-01* bobCycle added to classAttributes_tTim Angus
2003-09-30* Human and alien buildable destructions are now particle system poweredTim Angus
* Acid tube effect is now particle system powered * Disabled hitSound * Sound other random tidyups
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
2003-09-12* Removed the func_door_model auto scaling and positioning code - it didn't workTim Angus
* Added the server side stuff for the hive
2003-09-03* Ditched the Bank and FloatmineTim Angus
2003-09-02* Ladders. Use "surfaceParm ladder" in ladder shadersTim Angus
2003-09-01* Realistic falling damageTim Angus
* Added fallDamage to class database * Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
2003-09-01* Added stopSpeed to class databaseTim Angus
2003-08-31* Fixed hovel problemsTim Angus
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
2003-08-27* Partial mofo charge ability from centuries agoTim Angus
2003-08-26* Added a bunch of MOD_sTim Angus
* Fixed buildable outline bug * Scoreboard now longer shown on death * Buildable kills no longer subtract 1 from score
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c
2003-08-16* Alien build weapons now purchasable so that CG_SetUIVars passes them to UITim Angus
2003-08-15* Prelim introduction of the blasterTim Angus
2003-08-12* Bug fix to listbox reset featureTim Angus
* Client side creep significantly reworked * MinNormal is actually tested for now * Overmind no longer attacks after dying * Some internal hivemind->overmind confusion fixups
2003-08-02* Merged chest and limb armour into "light armour"Tim Angus
* Upgrade icons now use sensible names * More cannon misspelling fixes
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
2003-07-05* Hopefully eliminated all the BG_Find... fallthroughs for the classesTim Angus
* Introduced a really hacky fix to a model caching bug (ClientInfoChanged)
2003-06-16* Exchanged Dragoon and Hydra to better fit the modelsTim Angus
* Adjusted relavant attributes * Disabled bank * Credits now non-volatile * In stages where the advanced builder is allowed it is now available from the egg
2003-06-13* Code support for the "new" hudsTim 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