Age | Commit message (Collapse) | Author |
|
* Rewroted the hovel block testing code to be cleaner and work better
|
|
* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
|
|
* Dragoon pounce numbers fiddled a bit
|
|
* 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
|
|
* 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
|
|
* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
|
|
* All upgrades are deactivated upon death now
* Bodies no longer dtf but have their model origins matched with the player
|
|
|
|
* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
|
|
* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
|
|
|
|
* Buildable weapons now have their effects properly applied
|
|
* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
|
|
|
|
* Fixed buildable outline bug
* Scoreboard now longer shown on death
* Buildable kills no longer subtract 1 from score
|
|
* A few cleanups here and there
* Bye bye cg_creep.c
|
|
* EV_NEXT_WEAPON event now only triggers on the correct client
* Creep slowdown totally reworked, it's now predicted and might actually work
* Listboxes now have their selection set to 0 whenever displayed
|
|
* Upgrade icons now use sensible names
* More cannon misspelling fixes
|
|
* Various other media issues
* Light flare tweaks
* I can spell, no really I can... (canon->cannon)
* Other stuff I forgot
|
|
|
|
* Hopefully fixed a bug introduced with the new menu triggering
|
|
* Finished code support for new armoury menu
|
|
* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
|
|
triggered doors
|
|
* Changes to viewheights, BBOXes and FOVs
* Added some code to nudge the spawn origin of an infest spawning alien
* Infesting view now traces to find position
* Some changes to weapon ranges
|
|
* Added a small radius search to the use action
* Fixed a couple of crash bugs
|
|
|
|
* Fixed "buildable blocking door" bug
* Renamed MCU to Armoury
* A few whitespace fixes
|
|
* Constants propogated throughout the source
* Various random fixes and tweaks
|
|
* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
|
|
* Removed Q3A team system
* Removed "gametype" stuff
* Removed items
* Refactored buildable physics
* Other general cleanups
|
|
* Implemented most of WP_GROUD_POUND
|
|
* Bug fixes to new wall walking code
* Removed synced weapons
* A few random bug fixes
* Refactored and improved CG_LaunchSprite a little
|
|
* Added skeleton weapon WP_GRAB_CLAW_UPG
* Mucked around with some speeds
|
|
* Vastly improved rendering of player models on walls
* Minor alterations to third person camera
* Removed some redundant EF_ flags
* Removed red alien dlight
|
|
|
|
|
|
* Alien buildable regeneration
* Alien class regeneration
|
|
* Level 1 class blob fire
* Loading screen
* "SPECTATOR" display uses TA UI
* Buildable weapon delays
* Display of build points on huds
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|