Age | Commit message (Collapse) | Author |
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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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* 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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* Fixed (id) bug in pmove that prevented the jump animation being triggered
* Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
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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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* 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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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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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 defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* Creep grows in accordance to buildTime
* Construction animation doesn't start until the end of buildTime
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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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bizarre bug"
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* Introduced a really hacky fix to a model caching bug (ClientInfoChanged)
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* Adjusted relavant attributes
* Disabled bank
* Credits now non-volatile
* In stages where the advanced builder is allowed it is now available from the egg
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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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* Removed extraneous debug info
* Jet pack much faster
* Blocked spawns now nonfunctional
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* Slowed down turrets
* Increased points value of aliens
* Hopefully fixed bank/armoury bugs (ps.persistant[] clamped to 16bits?)
* G_Printf( ); only prints in nondedicated mode
* Commented out annoying ClientUserinfo changed LogPrintf
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* Patch before this introduced nearby object for corpses
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* Armour skins and battlesuit/helmet models now used
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* Nonesgmented corpses now render properly
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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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* Sorted out hud selection code
* Wall walk smoothes now performed in the correct order (d'oh)
* Fixed bug involving human credit
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* Fixed a bunch of SIG_SEGV bugs
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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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* Generalised starting weapon mechanism
* Alien booster restores ammo and a 30 second delay
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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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time.
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