Age | Commit message (Collapse) | Author |
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could remain active and new buildings could be built. (Christophe Cavalaria)
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* When a building is prohibited (e.g. a second Reactor), the red "blueprint"
was being given instead of the proper error message if the builder was
initially trying to place the building where there was no room for it.
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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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* Fixed Marauders momentarily disappearing when wall jumping
* Fixed a potential crash bug involving the use of generic1
* Fixed being able to build multiple coincident repeaters if there is no reactor
* Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present
* Fixed invoking "reload" during a weapon reload causing an unnecessary reload
* Fixed aliens having the wrong blood colour when shot with a las gun
* Fixed hovel causing invisible builders
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* Scriptable trails system
* Various other stuff I'm too tired to try and remember now
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* Marginally increased Tesla damage
* Teslas now produce exaggerated knockback effect
* Hives now buildable on walls
* Boosters no longer restore Dragoon spitballs
* Dragoon spitballs now affected by gravity
* Dragoon pounce attack damage reduced to 100 from 160
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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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* 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 a bug where getting killed by certain buildables reduced your score
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* Reduced basilisk grab time to 0.8 seconds from 1 second
* Increased mdriver damage slightly
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* Free kill timer is no longer reset when spawning
* Removed loading of sprites/plasma1.tga
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* Added some logging to track a targetting bug
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scoreboard
* Advanced construction kit is now free
* Fixed the bug where the armoury and repeater would still work via command when not powered
* Fixed bug where the granger could evolve whilst waiting for its build timer
* Increased the jump height of the base granger slightly
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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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* 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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* Possibly fixed human "you must be dead" spawning bug
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* Other assorted changes
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* Reduced range and repeat rate of chimera lightning
* Medistats now heal booster poison
* Hydra gas now requires a LOS to work
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* Chimera lightning bug fixed and damage increased
* Splashdamage on turrets increased
* Dragoon barbs do more damage and regenerate
* Kill command is cancellable
* "buy ammo" now works with energy weapons
* Dragoon weakened slightly
* Humans speed increased
* Reactor health increased
* Base attack warning for spawns as well as reactor
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now prevent building on a surface, whereas surfaceparms "nobuild",
"noalienbuild" and "nohumanbuild" now prevent building within the confines of
a brush they're applied to.
* Buildables now trigger trigger_multiples and trigger_hurts
* Buildables don't trigger doors
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* Spawns that are interfered with plats now suicide
* Fixed spectator scrolling colour screwup
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* Hitting K_ENTER when a listbox has focus now invokes its doubleClick handler
* You can't use objects when dead any longer
* Team change broadcast message fixed
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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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* 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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* Spawn queues
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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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* Shadow is now rendered on walls as well as the ground
* Buildables are now vulnerable in the prebuild stage
* Alien buildables take longer to build
* A bunch of other stuff
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* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
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* Created a general buildable think function
* Fixed the post armoury weapon selection for real
* Balance tweaks
* A pile of other crap
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* Decreased door trigger size again
* Creep is now triggered by s.time instead of events
* Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities
* Prevent sprinting if BUTTON_WALK is down
* Increased sprint drain rate
* Client spawning code unified with buildable validation code
* Spawns are now testing for validity before they are built
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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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