Age | Commit message (Collapse) | Author |
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* adds g_admin flag '3' which allows the admin/level to always keep cred/evo
when switching teams.
* adds !lock and !unlock g_admin commands for locking teams. (enable with
'K' flag)
* setting an admin's level to 0 immediately free's up that admin's name
from the name protection system (g_adminNameProtect)
* don't give kills/creds to a spectator in follow mode ('3' flag exposed this)
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* Fix to lcannon spam bug #2758 (tjw)
* Fix to goon pounce bug #2758 (tjw)
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* Refactored botlib parsing code into qcommon
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* Better balance forcing when swtiching from teams directly (R1CH)
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* Moved server command queuing from game to server -- sv_dequeuePeriod probably
needs to be lowered
* Added g_friendlyBuildableFire to enable friendly buildable fire
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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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* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
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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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or not
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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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* 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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