Age | Commit message (Collapse) | Author |
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around it not being there
* Removed Q3 console notify code and improved cgame rendered notify area
* Sorted out pain blend texture coordinates
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* De-quaked various bits and pieces
* Integrated Tremulous into the ioq3 source
* Relicensed Tremulous to be GPL
* It compiles!!!!!!!!11111111!!!!1
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* 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
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* Added worldspawn keys to disable specific game elements
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* Scriptable trails system
* Various other stuff I'm too tired to try and remember now
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* 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
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or not
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* 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
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* 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
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* 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
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* Anticamp doesn't kick in unless you actually receive ammo
* Mass driver spawn clips now matches max clips (wtf?)
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* Acid tubes can now be built on walls
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* 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
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* 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
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* 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
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* 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
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* Tweaked some font values
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* Alien evolution is no longer allowed within range of humans
* Reduced human damage boost from 10% to 7%
* Reduced reactor base health to 1250
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* 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
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* Balance tweaks
* A load of other stuff I can't remember
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* 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%
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* 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
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* Added auto select option to team menu
* g_teamForceBalance now works
* Added "reload" command
* cg_lagometer now works
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* 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
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* Commented out telefrag code.. hopefully won't lead to stuck clients
* Raised the human item price ramp whilst slackening the alien value ramp
* Aliens now have a hard limit of 9 frags and humans 2000 credits
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* Decreased the health of the mofo and increased the health of the other classes
* Decreased the worth of alien classes slightly
* Removed health/stage modifying code (that never worked in the first place)
* Fixed evolve event being triggered for ceiling eggs
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* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
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* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
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* 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
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* 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
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* bobup now obeys class bob field
* Bob cycles altered a bit
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* 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
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* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
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* Buildable overrides now actually work
* Helmet is now a skin replacement instead of model
* Model destinations fixed up in the entities.def file
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* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
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* View locking works again
* Trapper projectile is displayed properly
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* 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
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* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
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* Removed SCA_CANJUMP and replaced with BG_FindJumpMagnitudeForClass
* Fixed bug where holding crouch on a non-crouching class distorted speed
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* Muzzle effects are attached to tag_weapon where tag_flash is not available
* Handle particle effects properly with cg_drawGun 1
* Fixed some serious bugs in particle system that culled particle systems early
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