Age | Commit message (Collapse) | Author |
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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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* Damaged aliens now need a couple of seconds before they can regenerate
* Very slightly increased human buildable health in general
* Increased armoury and turret health a wee bit more significantly
* Classes which suicide/teamkill don't get taken into account for credit anymore
* Reduced chaingun damage slightly
* Increased angular speed of turrets
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* Possibly fixed human "you must be dead" spawning bug
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* Other assorted changes
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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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trigger_equipment, trigger_heal,
trigger_ammo, triggerable func_trains,
target_rumble, trigger_gravity
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* Added "itemtoggle <any weapon>" command to toggle between blaster and primary
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* Changed defaults for ui_smallFont and ui_bigFont
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* Average number of players code now works
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* Added stats on game end to aid balancing
* "itemact <weaponname>" now selects a weapon as well as activating an upgrade
* Disabled chat balloon entirely
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* Prevented selling ckit exploit
* Increased build times by about 50%
* Reduced effectiveness of teslagen
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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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* Alien evolution is no longer allowed within range of humans
* Reduced human damage boost from 10% to 7%
* Reduced reactor base health to 1250
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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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* Balance tweaks
* A load of other stuff I can't remember
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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 auto select option to team menu
* g_teamForceBalance now works
* Added "reload" command
* cg_lagometer now works
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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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* 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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* 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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* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
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* Dragoon pounce numbers fiddled a bit
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* Crosshair names (re)implemented
* Mofo attack anims randomised
* Mofo charge anim triggered
* Switched the order of the spawn menus
* Stamina no longer interferes with the jet pack
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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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* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
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* Voting for "nextmap" plays nice with old and new map rotation systems
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* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
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* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
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* Close to zero weapon specific client side code now remains
* Poison cloud effect now uses new particle system
* Fixed a couple of bugs in the particle system
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* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* A few cleanups here and there
* Bye bye cg_creep.c
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* Client side creep significantly reworked
* MinNormal is actually tested for now
* Overmind no longer attacks after dying
* Some internal hivemind->overmind confusion fixups
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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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* Changed Predictable events to regular events in g_cmds.c
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bizarre bug"
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