Age | Commit message (Collapse) | Author |
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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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* Fixed the bug where spectators saw team chat
* Added ping display to the lagometer
* Renormalised some balance variables
* Fixed the bug where bodies would sometimes disappear immediately after death
* Fixed the "dancing buildables" bug
* Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS
* Fixed a subtle stage bug
* Added code to indicate which stage a team is on via the scoreboard
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* Refactored observer mode code
* Fixed poison cloud being distorted in observer mode (by not rendering it)
* Fixed walking wall smoothing being distorted in observer mode (by not performing any smoothing)
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* Inverted the direction in which a player is spawned
* Fixed the alien buildable axis explosion bug
* Fixed some class name foul ups in the obituaries
* Disabled friendly fire by default
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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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* Spawn queues
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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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* Commented out telefrag code.. hopefully won't lead to stuck clients
* Raised the human item price ramp whilst slackening the alien value ramp
* Aliens now have a hard limit of 9 frags and humans 2000 credits
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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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