Age | Commit message (Collapse) | Author |
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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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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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* 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
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* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
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* Changes to Makefile and depend file for above
* Tweaks to entities.def
* Apparently a bunch of other stuff I've forgotten about
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* Added the server side stuff for the hive
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* Removed a bunch of entities not applicable to Tremulous
* Wrote an entities.def file for Tremulous (ugh gak horrible syntax)
* Updated depend file
* Various other small tweaks here and there
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* All upgrades are deactivated upon death now
* Bodies no longer dtf but have their model origins matched with the player
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* Removed unnecessary enitity relinks in g_buildable.c
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prevented via shader
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* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
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weirdness -- but how did it ever compile?!
* Minor tidy ups to model loading stuff
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* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
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* 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
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hindsight) and replaced with an entityState_t based approach
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* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
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* Fixed buildable outline bug
* Scoreboard now longer shown on death
* Buildable kills no longer subtract 1 from score
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* A few cleanups here and there
* Bye bye cg_creep.c
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* Client side creep significantly reworked
* MinNormal is actually tested for now
* Overmind no longer attacks after dying
* Some internal hivemind->overmind confusion fixups
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* Upgrade icons now use sensible names
* More cannon misspelling fixes
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* Various other media issues
* Light flare tweaks
* I can spell, no really I can... (canon->cannon)
* Other stuff I forgot
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