Age | Commit message (Collapse) | Author |
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* Admin commands are just like all other commands now: no more !
("!map" was renamed to "changemap" since "map" already exists)
* Text in the chat ui beginning with / or \ is treated as a command unless
ui_chatCommands = 0 (default 1)
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- Restore blacking out when you run out of stamina
- Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not
- Walk overrides sprint, by popular demand
- Modify the stamina "bolt" to better differentiate between states
- Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!)
* When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman)
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- Remove admin.log and fold its information into games.log because its information is rarely useful without the context that games.log brings
- Don't show guid/flags in AdminCmd: log items. Show registered name instead.
- Add an AdminAuth: log item that contains this info, occurring at connect, setlevel, and readconfig
- Always attach an admin's registered name to bans so the correct people are complained about rather than aliases
- General g_admin.c shrinking and refactoring
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teams, and optionally also to lock them.
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* Keep track of clients' admin statuses better and refactor large amounts of
related admin code
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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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* Remove cvar g_suddenDeath since it is no longer needed
* "Sudden Death in 0 seconds!" should no longer display on map start when sudden
death is disabled
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Allow banning and namelog searching by IP address in CIDR notation
Banning a range of addresses will immediately kick all players in that range
Admins with IMMUNITY flag can connect even if their IP address is banned
admin.dat files relying on substring matching will have to be updated
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* The time clients are alive is recorded in seconds.
* Award free funds regardless of death. Funds will be given
- when the client is alive every g_freeFundPeriod if
g_freeFundPeriod is positive (otherwise no free funds are
given).
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(fixes #78)
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This is a purely cosmetic change that I thought I'd experiment with.
Note that the previous resetting of ps.weapon was redundant.
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pass it (with thanks to Byron Johnson)
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A regen rate of 4 hp/s now means you regenerate one health point every
quarter of a second (fixes #28)
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* Remove cvar based banning in favor of admin system
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* Allow /noclip and /where to be used by spectators
* Allow /noclip and /setviewpos to be used by specs even when cheats are off
* Run PM_Weapon and set view height while noclipping
* Make player speed while spectating or noclipping configurable via cg_flySpeed
* Remove requirement for cgame's cvartable to have a non-null vmCvar pointer
* Make PM_Paralyzed a macro and add a similar category, PM_Live
* Stop dretches from biting dead buildings
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* fix ui_messagemode2
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* Disallow player names beginning with '[skipnotify]' because they trigger the ignore system (thanks googles)
* Disallow player names including comment-beginning strings for breaking various parsers (thanks Roman "kevlarman" Tetelman)
* Slightly more elegant handling of stripping black from player names (thanks Napkin and peoro)
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* Testing patch to fix ready mask
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* (bug 3596) Buying a battlesuit allows player to pass through some map geometry
(/dev/humancontroller)
* (bug 3679) Remove redundant stage trigger checks (Chris "Lakitu7" Schwartz)
* (bug 3761) selling all upgrades removes energy ammo (/dev/humancontroller)
* Remove some duplicate code
* !showbans did not properly show all valid bans when some bans had expired
* Log renames between ClientConnect and ClientBegin
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* Default teamoverlay off
* Make generate-diff.sh slightly more portable
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their own attacks only
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(Amanieu)
* Prevent the host player on a non-dedicated server from being disconnected
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* (bug 3645) Lag correction field in server info menus is always empty
(Ben Millwood)
* (bug 3653) stack corruption in G_SendGameStat() (/dev/humancontroller)
* (bug 3662) Players who fall of the edge of the world can block the spawn queue
(/dev/humancontroller)
* Remove unused argument to G_ClientNumberFromString()
* Remove unused variables in G_admin_setlevel()
* Remove a number of superfluous va()s
* Shut up erroneous warnings about uninitialized variables
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/emoticons/dretch.tga inline with text)
* emoticons are square .tga images placed in the /emoticons dir of fs_game
* emoticons should probably be 64x64 to look nice
* g_emoticonsAllowedInNames (default ON) is an optional server setting to
prevent players from using them in names
* emoticons can be escaped by prefixing with an additional [
* cvars ui_emoticons and cg_emoticons can be set to 0 to disable drawing
of emoticons in ui or cgame contexts respectively
* fix color code continuation on wrapped lines
* prefix all wrapped lines with a space to prevent chat shenanigans
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(Ben Millwood)
* (bug 3599) adminLevel can be wrong
* Reorder *Attributes_t arrays to match corresponding enums
* Simplify BG_Buildable, BG_Class, BG_Weapon, and BG_Upgrade
* Remove a couple unnecessary config string hacks
* !unmute was saying !mute in some messages
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* Remove some unused (mainly baseq3) cgame cvars
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BG_Upgrade
* Move "overrides/*" to "configs/" and remove all the overriden data from
bg_misc.c, instead requiring it to be in the cfg files
* Add cfg files to source control
* Clean up some naming and typing issues
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* Fix off-by-one errors and some gcc warnings
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* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR)
* s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/
* s/pClass_t/class_t/
* s/PERS_TEAM/PERS_SPECSTATE/
* s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
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* Loads of whitespace fiddling to make the code closer to tremulous SVN
* HUMAN_BVALUE_MODIFIER includes ALIEN_CREDITS_PER_FRAG
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* (bug 3446) Allow the last spawn to be deconstructed when cheats are enabled
and g_markDeconstruct is not (Ben Millwood)
* (bug 3560) PTRC can be used while the original client is connected
* remove unused functions from src/game/g_ptr.c
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* (bug 3256) G_admin_print to a tty should not decolour if com_ansiColor is
set (Ben Millwood)
* (bug 3392) Console is affected by flag @ (Chris "Lakitu7" Schwarz)
* Automatically load default admin levels when g_admin is disabled, since admin
commands can still be used (since r894)
* Make return value of G_SelectiveRadiusDamage useful and use it for Overmind
and Reactor attacks
* /entitylist was skipping entity 0
* Check original search string against IP and slot number for !ban
* Preserve score and ping so they are always reported correctly
* Random refactoring and formatting fixes
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* Fixed Tesla Generator not firing over turrets or missing small aliens entirely -- it now shoots from the top of its bounding box to the top of its target's bounding box
* Dying, evolving, or changing teams properly resets the weapon
Flame thrower changes:
* Reverted flame thrower missile radius to 15
* Muzzle is offset for flame thrower to shoot from the hand
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* Basilisk gas view bob effect now properly accounts for shorter time due to protection
* SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons)
* Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT)
* Power bolt on the Human HUD glows when sprinting (not very visible though)
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* Removed individual weapon build delay
* Removed Advanced Construction Kit, everything is built by the normal kit
* S2+ buildables cannot be built by regular grangers
* Clicking to pick team during spectator mode fixed
* New cvar: cg_printDuplicate, when set to 0 (default) prevents duplicate messages from being printed to screen (they still show up in console)
* Pressing ESC while editing a UI item (esp. new Say menu) will not cause your cursor to disappear next time you open a menu
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* Server does not communicate the number of eggs and telenodes to all clients anymore -- the correct number of spawns is passed to the client when they are in the spawn queue only (puts PERS_UNUSED to use)
Sticky and dead spectate (holy fuck that was hard for something so simple sounding):
* Big thanks to Lakitu7 for passing along the patch (with contributions from TJW, Undeference, and R1CH)
* UI has a new option to enable/disable sticky spectate
* Spectators get to see the full dying animation
* Dead players can spectate their teammates whether they are in the spawn queue or not
I corrected several nasty bugs and recoded a LOT of the patch. Potentially the "spawn without a weapon" thing may have been fixed but maybe not. There are possibly other new bugs so keep an eye out for them.
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* Hovel infopane tweak
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sell beyond the 2000 credit cap again.
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dretch bounding box. Prevents spectators from getting stuck in the floor.
* Buildables round their health up when encoding health information for transmission, no more 0 hp buildables that aren't dead
* Removed the devmap credits hack I put in earlier
* Can now use \itemact weapon to switch to weapon, also \itemact weapon/blaster will not repeatedly force a weapon change if that weapon is already selected
* Options menu entry for "Sprint" changed to "Sprint / Dodge" with correct bind (+button6)
Norfenstein decided to switch to fractional "frags" (aka evos) for Aliens:
* BG_ClassCanEvolveFromTo rewritten to be more robust in case classes are shuffled around later
* CG_AtHighestClass and BG_UpgradeClassAvailable merged into BG_AlienCanEvolve
* Changed BG_GetValueOfHuman to BG_GetValueOfPlayer which now accomodates Aliens too
* Aliens now must receive 400 credits per frag point (9 evos = 3600 credits!)
* Aliens can only spend whole points
* TK/Suicide penalties moved to tremulous.h and converted to credit values
* Complex nasty Alien land goes bye-bye
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Whenever cheats are enabled, players spawn with half-full credits.
* Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call.
Extensive visual modifications to Mass Driver:
* Added a short, briefly-displayed pseudo-trail
* Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun
* Added several files for the trail and shader
* Firing code modified to generate visually correct trails and impact positions
* Added a new event for Mass Driver trails, doubles as impact event to save bandwidth
The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
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+ Fix bug that prevented key up events getting to cgame/ui when not in game
+ Use Key_[GS]etCatcher everywhere to set keycatcher
+ Clear all key states when the catcher changes
* Slim down client userinfo somewhat
* Remove some redundant client autocomplete commands
* Actually make use of "menuStack" in the UI module
+ No longer close all menus when exiting one, instead reverting to the
next one on the stack
+ Cleanup the menu activation functions a little
* Truncate text in list columns if it exceeds the column width
* Remove maxChars field from columns member of ITEM_TYPE_LISTBOX
* Revert r992 due to more general and less buggy/hacky fix from ioq3
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* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means
only one ammo using weapon may be carried at once, but this is the
case anyway
* No need for BG_(Un)PackAmmoArray anymore, so remove them
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