Age | Commit message (Collapse) | Author |
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and fix this
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* FIXME: this is a hack
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+button8)
* hold the sprint key to move faster
* FIXME: remove references to SS_SPEEDBOOST and cg_alwayssprint
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* Fix a load of 1.f style floats to 1.0f
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the same time (fixes #8)
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* 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)
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* Random fixes/rearrangements in deconstruct and PM_Weapon
* Merge tremulous r1137
- noclipping specs
- other noclip stuff
- fix ammo check
- maprotation fixes
- no taunting when dead
- code-level crap
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* Allow /noclip and /where to be used by spectators
* Allow /noclip and /setviewpos to be used by specs even when cheats are off
* Run PM_Weapon and set view height while noclipping
* Make player speed while spectating or noclipping configurable via cg_flySpeed
* Remove requirement for cgame's cvartable to have a non-null vmCvar pointer
* Make PM_Paralyzed a macro and add a similar category, PM_Live
* Stop dretches from biting dead buildings
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* Merge SS_WALLCLIMBINGCEILING and EF_WALLCLIMBCEILING
* Remove ui_emoticons, using the value of cg_emoticons for both contexts.
* Add PM_Paralyzed() to get rid of all the silly >= PM_DEAD comparisons
* Don't allow players to taunt while dead
* Fix full ammo check in reload (oops)
* Fiddle with bg_lib.h _MAX/_MIN defines, fix min(), add [u]intX_t typedefs
* Remove non-functional cgame command (thanks Amanieu for spotting)
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* Rename private message, admin message functions for consistency
* Cancel a reload when switching weapons, and prevent reloading a full clip
* Simplify admin command formatting and in doing so prevent some compiler
warnings on OS X
* Fix some admin messages (s/kicked/banned/, no bans to show, can't perm ban)
* Have tremulous_alien_common_hud include tremulous_common_hud since they're
always used together anyway
* Remove some redundant uses of va()
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* make SnapVector definition more msvc friendly
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because it's not particularly useful after that point
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* Marauders can now jump off of sloped walls
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* Fix Lag Correction field in server info
* Some other crap to reduce patch size
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* De-tabbing whitespace
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BG_Upgrade
* Move "overrides/*" to "configs/" and remove all the overriden data from
bg_misc.c, instead requiring it to be in the cfg files
* Add cfg files to source control
* Clean up some naming and typing issues
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* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR)
* s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/
* s/pClass_t/class_t/
* s/PERS_TEAM/PERS_SPECSTATE/
* s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
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* Adv goon bite range decreased 96->80 (regular goon + 8, to compensate for model size)
* Adv goon pounce charge time reverted 600->700
* Goon pounce repeat (delay before being able to chomp) now applies after landing from a pounce instead of hitting with a pounce
* Tyrant range decreased 116->100
* Zap damage decreased 50->40
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* Fix broken lerping due to animating before positioning on parent tag
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* Add animation policies for marauder
* Remove reference to shotgun_hand.md3
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* (bug 3256) G_admin_print to a tty should not decolour if com_ansiColor is
set (Ben Millwood)
* (bug 3392) Console is affected by flag @ (Chris "Lakitu7" Schwarz)
* Automatically load default admin levels when g_admin is disabled, since admin
commands can still be used (since r894)
* Make return value of G_SelectiveRadiusDamage useful and use it for Overmind
and Reactor attacks
* /entitylist was skipping entity 0
* Check original search string against IP and slot number for !ban
* Preserve score and ping so they are always reported correctly
* Random refactoring and formatting fixes
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* Pulse rifle shots have a volume of 4 cubed
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* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
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* Can't walljump from the floor anymore
* Tweaked walljump parameters to focus on forward impulse
* Can now walljump from sloped floors (e.g. ATCS middle)
* Including an experimental health nerf for both Basilisks
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keyboards that cant handle Shift + A + W + Space combos)
* Realized that a bug in the old Walljump code actually gave you more magnitude than it was supposed to, tweaked new variables to get the old feel back
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* Scores will not be reset to 0 for players whose classes change while the scoreboard is showing
* Hive offset fixed so that less of the hive is sunk under the floor
* Buildable positioning cap-traces are cached, saving CPU
* Buildable cap-traces will not interact with bodies (players and buildables)
* For Aliens holding dodge while jumping will result in a weaker jump
Marauder walljump changes:
* Finds a wall regardless of where player is aiming
* No longer uses direction keys to direct walljump (player is using these to hug the wall!)
* Will direct jump in player's view direction
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box restrictions
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile
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* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade
* Lucifer Cannon repeat rates fixed
* G_Damage() wont deal damage to dead entities
* Maybe fixed the buildable killed with shotgun won't show dying anim bug
* Attacked hives won't attack back when the OM is dead
* The monstrous hive bounding boxes shrunk to something reasonable
* Tesla Generator muzzle offset to the ball part, now fires over turrets
* HUDs can make vertical charge bars
* Human charge bar no longer overlaps scanner
* "There are no spawns remaining"
Changes to trample attack:
* No longer deals locational damage (wtf?)
* Charge "holding" restored
* Hit repeat rate limited to 50 ms
Changes to health cross icons:
* Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ )
* Icons fade from one to another
* Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit
* Poisoned icon for humans (Techhead's idea)
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* Basilisk gas view bob effect now properly accounts for shorter time due to protection
* SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons)
* Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT)
* Power bolt on the Human HUD glows when sprinting (not very visible though)
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* Change turret behavior again to make them even dumber (will not stay "spun up" anymore or retarget without spinning up again)
* DCC will not complain about an attack when something is deconstructed
* Fixed "\sell upgrades" command emptying energy weapons when a battery pack was sold with it
* Spectators moving to lock view points now set teleport bit, hopefully prevents the ugly lerping
Hive changes:
* Will not fire unless the missile can actually hit
* Will fire from the hive tip rather than the center
* Fixed broken code that made hive fire when shot from out of hive range
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