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2013-01-03* Mass Driver will only shoot through players and buildablesMichael Levin
* Killing buildables nets a reward (tweak in tremulous.h) * Removed some spurious comments and unused defines from tremulous.h
2013-01-03* Per Lakitu7's suggestion, changed spectator bounding box to match the ↵Michael Levin
dretch bounding box. Prevents spectators from getting stuck in the floor. * Buildables round their health up when encoding health information for transmission, no more 0 hp buildables that aren't dead * Removed the devmap credits hack I put in earlier * Can now use \itemact weapon to switch to weapon, also \itemact weapon/blaster will not repeatedly force a weapon change if that weapon is already selected * Options menu entry for "Sprint" changed to "Sprint / Dodge" with correct bind (+button6) Norfenstein decided to switch to fractional "frags" (aka evos) for Aliens: * BG_ClassCanEvolveFromTo rewritten to be more robust in case classes are shuffled around later * CG_AtHighestClass and BG_UpgradeClassAvailable merged into BG_AlienCanEvolve * Changed BG_GetValueOfHuman to BG_GetValueOfPlayer which now accomodates Aliens too * Aliens now must receive 400 credits per frag point (9 evos = 3600 credits!) * Aliens can only spend whole points * TK/Suicide penalties moved to tremulous.h and converted to credit values * Complex nasty Alien land goes bye-bye
2013-01-03* I'm sick of entering \give 9999 every time I need to test something. ↵Michael Levin
Whenever cheats are enabled, players spawn with half-full credits. * Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call. Extensive visual modifications to Mass Driver: * Added a short, briefly-displayed pseudo-trail * Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun * Added several files for the trail and shader * Firing code modified to generate visually correct trails and impact positions * Added a new event for Mass Driver trails, doubles as impact event to save bandwidth The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
2013-01-03Added armour files to version control.Michael Levin
2007-09-28* Remove infopanes stuff, and just store the strings staticallyTim Angus
* (bug 3079) Display the number of kills required in the class information pane
2007-09-27* (bug 3249) Improve repeater interaction with marked deconstructionTim Angus
* (bug 3321) Allow medkits and medistats to operate simultaneously * (bug 3310) Fix odd CalcMuzzlePoint implementation * Random refactoring of g_buildable.c * Add BG_GetClientNormal
2007-09-26* Allow unique buildables to be replaced by non-unique buildablesTim Angus
* Explicitly disallow the overmind/reactor to be replaced by other buildables * Some whitespace fixes
2007-09-25* Remove B_REMOVED_TOGGLEBIT, use ps->misc per player insteadTim Angus
* Fix last spawn and uniqueness tests for marked deconstruction * Fix buildable collision tests for non-marked deconstruction * New g_markDeconstruct settings to guard against abuse + 0 off + 1 on, no replacements allowed + 2 on, replacements allowed of same type + 3 on, any replacements allowed * Unlink then relink all buildables when doing build tests * Fixes to tutorial text for marked deconstruction * Remove unused "weaponswitch" client command
2007-09-25* Remove more powerups stuffTim Angus
2007-09-25* Replace "powerups" state data with "misc"Tim Angus
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means only one ammo using weapon may be carried at once, but this is the case anyway * No need for BG_(Un)PackAmmoArray anymore, so remove them
2007-09-24* Highlight marked buildables that will be removed by building a newTim Angus
buildable
2007-09-21* Remove lots and lots of redundant commentsTim Angus
2007-09-16* (bug 2783) Rework lcannon firing logicTim Angus
* Remove STAT_BOOSTEDTIME, instead inferring it via SS_BOOSTED * Set EF_TELEPORT_BIT when buying or selling the bsuit
2007-04-12* cg_drawCrosshair now has 3 settings:Tony J. White
0 - always off 1 - for long range weapons only (1.1.0 behaviour and also the new default) 2 - always on (if the weapon.cfg has one defined of course) * cg_drawCrosshair 0 no longer prevents crosshair names from drawing * added cg_drawCrosshair configuration in the ingame Options -> Game menu
2007-04-03* PCL_HUMAN_BSUIT is now a full fledged player class now. This means that theTony J. White
overrides/classes/human_bsuit.cfg file can set all the goodies such as viewHeight and bounding box size. Also, bsuit corpses work now. * added MN_A_TEAMCHANGEBUILDTIMER, MN_H_TEAMCHANGEBUILDTIMER, MN_A_EVOLVEBUILDTIMER, and MN_H_ARMOURYBUILDTIMER for the error dialogs you get when trying to do something that's not allowed with an active build timer. * added MN_H_NOARMOURYHERE and MN_H_NOENERGYAMMOHERE error dialogs for trying to buy/sell when not near the necessary buildables. * added MN_H_NOROOMBSUITON and MN_H_NOROOMBSUITOFF error dialogs for when there is no room to change class between PCL_HUMAN and PCL_HUMAN_BSUIT * removed an unused variable from my recent big ui commit
2007-03-25* ingame menus redesignedTony J. White
* spectators can now participate in non-team votes * added teamvote "admitdefeat" * replaced "nextmap" vote with "draw" * removed vote "clientkick" vote (uses "kick" instead) * removed teamvote "teamclientkick" (uses "kick" instead) * renamed teamvote "teamkick" to teamvote "kick" * added teamvote "denybuild" and "allowbuild" * added vote "mute" and "unmute" * added !denybuild and !allowbuild g_admin commands * added /ignore and /unignore commands (and menu support) * Game -> Info (formerly About) shows server settings instead of local ones * Voting keys can now be configured in the Options menu * Voting key binds now display with the vote status (F3 and F4 will be the eventual default binds for "teamvote yes" and "teamvote no" respectively)
2007-03-21* new 2D status bars for buildingsTony J. White
* spawns never show the ¨no power¨ icon since they don't need reactor/overmind * alien buildings that require the overmind to function will now show the "no power¨ icon when the overmind is down
2007-02-25* add support for "viewheight" and "crouchViewheight" elements to theTony J. White
class overrides config file
2006-12-29* (bug 2828) Removal of hack for scaled up knockback on teslagenTim Angus
* (bug 2959) All looping sounds now stopped when downloading * (bug 2910) Removal of legacy Q3 cg_teamChat* stuff
2006-12-29* Buildable destruction marking (via g_markDeconstruct)Tim Angus
* It's now impossible to destroy the last spawn * Start of a new client side buildable status display
2006-07-31* Fix to ClientSpawn: spawn is NULL bug #2732 (tjw)Tim Angus
* Fix to lcannon spam bug #2758 (tjw) * Fix to goon pounce bug #2758 (tjw)
2006-04-09* Removed CS_SCORE? config strings -- they were unusedTim Angus
* Moved server command queuing from game to server -- sv_dequeuePeriod probably needs to be lowered * Added g_friendlyBuildableFire to enable friendly buildable fire
2006-01-18* Added BG_FindUsableForUpgradeTim Angus
* Added BG_UpgradeClassAvailable * Added generalised BG_*IsAllowed functions * Added some binding traps to cgame * Added tutorial mode (cg_tutorial)
2006-01-12* Increase boost time to 30 seconds from 20 secondsTim Angus
2006-01-12* Fixed lcannon charge storage exploitTim Angus
* Fixed psaw/cgun inappropriate effects bug * Lcannon now has a minimum charge value
2005-12-28* Added master server to source, based on dpmasterTim Angus
* Removed gametype, fraglimit and dmflags cvars * Removed CD key authentication stuff * Implemented a means to save and restore cmd context * Bumped protocol version up to 69 (same as 68) * Removed various references to punkbuster * Maps on create server menu now sorted by name * Fixed some warnings
2005-12-11* Added trap_FS_GetFileList to cgame, so it's not longer necessary to hackTim Angus
around it not being there * Removed Q3 console notify code and improved cgame rendered notify area * Sorted out pain blend texture coordinates
2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-12-08* Reduced Dragoon pounce range to 64 from 96Tim Angus
* Dragoon pounce now incurs 400ms wait before other weapons may be used * Trapper cost down to 8 from 10 * Hovel is now free, but only one can be built * Teslagen damage up to 9 from 7 * Non locational damage does not apply locational armour anymore; instead it averages the armour regions together * Tweaks to pain blends * Added cg_animation.c, which apparently I forgot * Added generate-infopanes.sh and infopanes.def.h
2005-11-29* Lowered steptime for spectatorTim Angus
* Added worldspawn keys to disable specific game elements
2005-11-20* Abstract attachment systemTim Angus
* Scriptable trails system * Various other stuff I'm too tired to try and remember now
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* Removed loading of some Q3 cruft * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
2005-09-02* Added option for changing whether or not the wallwalk control is a toggle ↵Tim Angus
or not
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* Reworked the ammo/clips packing system to remove the confusion of concepts * Marauder lightning now requires aim, does damage over time and chains to other entities * Implemented the Medkit -- a means for a human to restore health and cure poison in the field * "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved * Disabled client side ET_MISSILE collision * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Re-adjusted step time values * Increased frequency with which the Acid Tube deals damage * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands * Added LOS check to creep slowing * Overmind now only complains if there are 0 spawns * Spawns can no longer be built when there is no Overmind/Reactor * The spawn closest to the point of death is chosen preferably if available * Evolving no longer restores all health * "give weapons" and "give ammo" cheats removed * Fixed restoration of energy weapons bug * When selling the battery pack, max ammo is given * Fixed a bug where locational damage could sometimes scale damage to 0 * Added stage information to the end of game stats * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Added G_ClosestEnt * Reduced Dragoon spitball damage from 120 to 110 * Reduced Tyrant claw damage from 120 to 100 * Reduced Tyrant charge damage from 160 to 110 * Increased Barricade regeneration rate from 12 to 14 * Increased Overmind health from 500 to 750 * Decreased Overmind regeneration rate from 10 to 6 * Doubled Blaster speed from 700 to 1400 * Reduced Painsaw damage from 18 to 15 * Reduced Painsaw range from 48.0 to 40.0 * Reduced Grenade price from 300 to 200 * Reduced Shotgun repeat rate from 1200 to 1000 * Increased Shotgun damage from 6 to 7 * Increased Mass driver damage from 35 to 38 * Increased Chaingun damage from 5 to 6 * Reduced Flamer repeat rate from 300 to 200 * Extended Flamer range * Increased ammo on all human weapons * Reduced splashdamage on MG Turrets * Moved build directory from tremulous to tremulous-dev
2005-08-10* Fixed a last minute bug that allowed evolution after deathTim Angus
2005-07-21* Change death by dragoon obituary from "clawed" to "chomped"Tim Angus
* Fixed the bug where spectators saw team chat * Added ping display to the lagometer * Renormalised some balance variables * Fixed the bug where bodies would sometimes disappear immediately after death * Fixed the "dancing buildables" bug * Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS * Fixed a subtle stage bug * Added code to indicate which stage a team is on via the scoreboard
2005-07-19* Added a sound to buying ammoTim Angus
* Anticamp doesn't kick in unless you actually receive ammo * Mass driver spawn clips now matches max clips (wtf?)
2005-07-18* Added a mechanism to buildable overrides to change model scaleTim Angus
* Acid tubes can now be built on walls
2005-07-18* Repeater is now freeTim Angus
* Repeater can now only be built in locations with no power * Repeater will self destruct if it has not powered anything for 90 seconds * Reduced period for free kills/credits * Mass driver damage reduced by 40% * Build timers increased a bit, especially human * The more healthy human buildables now take longer to repair
2005-07-14* "sell weapons" now respects the build timerTim Angus
* Changed the human anticamp message * Anticamp mechanism now applies to using the reactor/repeater as it does the armoury * Anticamp mechanism is now triggered immediately after buying a weapon * Fixed bug where lcannon warning sound was missing with cg_drawGun 0 * Grenade is now an upgrade which is used like the antitox instead of a weapon * Fixed a bug where engaging spectator follow mode failed * Fixed a bug where spectator follow clients were counted as being on the team of the client followed
2005-07-03* Removed misc_spriter from the sourceTim 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
2005-01-15* Added a missing declarationTim Angus
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-07-28* Most of the changes in the forum thread "Shake up"Tim Angus
2004-05-29* Added code to report number of spawns remaining when spawningTim Angus
* Tweaked some font values