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2004-03-03* Fixed chasecam engagement bugTim Angus
* 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%
2004-03-02* Changes to the way the chasecam is triggeredTim Angus
2004-03-01* Reimplemented the chasecamTim Angus
2004-02-27* Spawns can no longer spawn clients without delayTim Angus
* Spawn queues
2004-02-13* Jetpack is disabled with no reactor presentTim Angus
2004-01-30* Wall walking models now smoothly move over transitionsTim Angus
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
2004-01-19* Forced a weapon change when buying a weaponTim Angus
* Implemented dynamic stage boundaries * A shedload of balance tweaks * Inevitably other stuff that I've forgotten whilst SF CVS has been down
2004-01-16* Fixed absence of weapon flash effects with no flash modelTim Angus
* Adjusted chimera repeat rates a little
2004-01-15* Fixed physics bug where movers would displace buildablesTim Angus
* 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
2004-01-14* Fixed the bug where trem menus were ineffectualTim Angus
* Rewroted the hovel block testing code to be cleaner and work better
2004-01-13* Changed charge feedback and timing a bitTim Angus
* First frame of the buildable is now set before the construction animation * Fixed a secondary buildable animation bug
2004-01-12* Charge no longer works backwardsTim Angus
* Dragoon pounce numbers fiddled a bit
2004-01-12* Poison now does 30 damage maxTim Angus
* 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
2004-01-07* Moved slowblob to advanced builderTim Angus
* 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
2003-12-24* Added a creep projection under a locked humanTim Angus
* Removed some debug messages * Severely cut down on static memory usage (130Mb)
2003-09-03* Jetpack handling rejigged a bit to cooperate with other move types betterTim Angus
* All upgrades are deactivated upon death now * Bodies no longer dtf but have their model origins matched with the player
2003-09-01* Exorcised gitem_tTim Angus
2003-09-01* Realistic falling damageTim Angus
* Added fallDamage to class database * Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
2003-08-31* Changed the variable names pteam, pclass and pitem to be more descriptiveTim Angus
* Removed defering stuff from model loader * Modified CG_ScanForExistingClientInfo to load from corpseinfo
2003-08-31* Fixed hovel problemsTim Angus
2003-08-30* Poison kills are now properly creditedTim Angus
* Buildable weapons now have their effects properly applied
2003-08-28* Reworked the charge ability on the mofoTim Angus
* Chucked all that god awful knock over code * Replaced sticky field in class with acceleration and friction * A few other random tidy ups
2003-08-27* Partial mofo charge ability from centuries agoTim Angus
2003-08-26* Added a bunch of MOD_sTim Angus
* Fixed buildable outline bug * Scoreboard now longer shown on death * Buildable kills no longer subtract 1 from score
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c
2003-08-12* Disabled automatically bringing up spawn menus to prevent cutting off chatTim Angus
* 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
2003-08-02* Merged chest and limb armour into "light armour"Tim Angus
* Upgrade icons now use sensible names * More cannon misspelling fixes
2003-08-01* Jetpack media codeTim Angus
* Various other media issues * Light flare tweaks * I can spell, no really I can... (canon->cannon) * Other stuff I forgot
2003-06-13* Code support for the "new" hudsTim Angus
2003-03-24* Changed the displacement the Q3A spectator-door-skipping code usesTim Angus
* Hopefully fixed a bug introduced with the new menu triggering
2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
* Finished code support for new armoury menu
2003-03-21* Eggs regenerate fasterTim Angus
* Human weapons stronger * Radically changed the alien evolution process * Buy menu now only shows things you are able to buy
2003-02-06* Added some (slightly hacky) code to allow spectators to skip manually ↵Tim Angus
triggered doors
2003-01-27* Fixed a stupid HUD bugTim Angus
* 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
2002-12-02* Bounding box fiddlesTim Angus
* Added a small radius search to the use action * Fixed a couple of crash bugs
2002-09-23* Various changes for Jex's new hudTim Angus
2002-09-19* Cleaned up redundant eventsTim Angus
* Fixed "buildable blocking door" bug * Renamed MCU to Armoury * A few whitespace fixes
2002-09-16* Added global header tremulous.h in preparation for balancingTim Angus
* Constants propogated throughout the source * Various random fixes and tweaks
2002-09-09* General tidy up and beautification of codeTim Angus
* Removal of most of the legacy Q3A stuff * Cursor no longer displayed on load screen * (Biggest commit EVAR?)
2002-09-03* Large purge of legacy Q3A codeTim Angus
* Removed Q3A team system * Removed "gametype" stuff * Removed items * Refactored buildable physics * Other general cleanups
2002-09-02* Bug fixes to TA consoleTim Angus
* Implemented most of WP_GROUD_POUND
2002-08-28* Poison cloud WP_GRAB_CLAW_UPG server and client sideTim Angus
* Bug fixes to new wall walking code * Removed synced weapons * A few random bug fixes * Refactored and improved CG_LaunchSprite a little
2002-08-24* Added regeneration aura for highest alien classTim Angus
* Added skeleton weapon WP_GRAB_CLAW_UPG * Mucked around with some speeds
2002-08-21* Model scale implemented for classesTim Angus
* Vastly improved rendering of player models on walls * Minor alterations to third person camera * Removed some redundant EF_ flags * Removed red alien dlight
2002-08-19* Brought hand-to-hand grabbing back for WP_GRAB_CLAWTim Angus
2002-08-16* Emergency commit - fileserver dying :/Tim Angus
2002-08-09* Human repair abilityTim Angus
* Alien buildable regeneration * Alien class regeneration
2002-07-29* ScoreboardTim Angus
* Level 1 class blob fire * Loading screen * "SPECTATOR" display uses TA UI * Buildable weapon delays * Display of build points on huds
2002-06-21Weapon additions???Tim Angus
2002-04-04New jetpackTim Angus