Age | Commit message (Collapse) | Author |
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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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* Spawn queues
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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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* Adjusted chimera repeat rates a little
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* Light flares are now occluded by the player in 3rd person mode
* Setting s_initsound 0 no longer causes the weapon.cfg loader to complain
* Limited viewangles to +/-90 degrees when grabbed
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* Rewroted the hovel block testing code to be cleaner and work better
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* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
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* Dragoon pounce numbers fiddled a bit
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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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* 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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* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
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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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* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
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* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* Buildable weapons now have their effects properly applied
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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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* 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
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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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* Hopefully fixed a bug introduced with the new menu triggering
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* Finished code support for new armoury menu
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* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
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triggered doors
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* 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
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* Added a small radius search to the use action
* Fixed a couple of crash bugs
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* Fixed "buildable blocking door" bug
* Renamed MCU to Armoury
* A few whitespace fixes
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* Constants propogated throughout the source
* Various random fixes and tweaks
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* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
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* Removed Q3A team system
* Removed "gametype" stuff
* Removed items
* Refactored buildable physics
* Other general cleanups
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* Implemented most of WP_GROUD_POUND
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* Bug fixes to new wall walking code
* Removed synced weapons
* A few random bug fixes
* Refactored and improved CG_LaunchSprite a little
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* Added skeleton weapon WP_GRAB_CLAW_UPG
* Mucked around with some speeds
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* Vastly improved rendering of player models on walls
* Minor alterations to third person camera
* Removed some redundant EF_ flags
* Removed red alien dlight
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* Alien buildable regeneration
* Alien class regeneration
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* Level 1 class blob fire
* Loading screen
* "SPECTATOR" display uses TA UI
* Buildable weapon delays
* Display of build points on huds
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