Age | Commit message (Collapse) | Author |
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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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* Fix Lag Correction field in server info
* Some other crap to reduce patch size
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* Fix bsuits
* Um.
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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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weapon in a player's inventory
* when changing classes by buying/selling bsuit, keep pers.classSelection
in sync
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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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* 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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* (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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Tweaks:
* blaster, prfile, luci secondary sizes increased 4->5
* barb radius reduced 100->75
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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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last spawn
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box restrictions
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile
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* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade
* Lucifer Cannon repeat rates fixed
* G_Damage() wont deal damage to dead entities
* Maybe fixed the buildable killed with shotgun won't show dying anim bug
* Attacked hives won't attack back when the OM is dead
* The monstrous hive bounding boxes shrunk to something reasonable
* Tesla Generator muzzle offset to the ball part, now fires over turrets
* HUDs can make vertical charge bars
* Human charge bar no longer overlaps scanner
* "There are no spawns remaining"
Changes to trample attack:
* No longer deals locational damage (wtf?)
* Charge "holding" restored
* Hit repeat rate limited to 50 ms
Changes to health cross icons:
* Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ )
* Icons fade from one to another
* Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit
* Poisoned icon for humans (Techhead's idea)
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over what messages are suppressed
* Also made another print into an MN_ that I happened to be passing at the time
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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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* Change turret behavior again to make them even dumber (will not stay "spun up" anymore or retarget without spinning up again)
* DCC will not complain about an attack when something is deconstructed
* Fixed "\sell upgrades" command emptying energy weapons when a battery pack was sold with it
* Spectators moving to lock view points now set teleport bit, hopefully prevents the ugly lerping
Hive changes:
* Will not fire unless the missile can actually hit
* Will fire from the hive tip rather than the center
* Fixed broken code that made hive fire when shot from out of hive range
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* Trample and Lucifer Cannon charging reworked and moved to PMove
* Can no longer "cancel" a charging Lucifer Cannon
* STAT_MISC2 is now unused, booster and charge information can be inferred elsewhere (STAT_UNUSED)
* Trying to fire an empty weapon makes a clicking noise (also a bugfix, apparently the server would spam EV_NOAMMO which did nothing but is now used for the clicking noise -- audible to all players)
* Created an alternate, muffled Lucifer Cannon warning noise for other people's Lucifer Cannons
* Fixed bug which prevented players from switching to a different player while spectating someone in the spawn queue
* Spectators are now properly moved to the lock view position when spectating a player in the spawn queue
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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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I think you meant 'self'
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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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* Commented out the CMD_* dialog long messages -- probably never accessed from the GUI!
* Converted some more prints into MN_* messages
* Introduced a two-argument 'servermenu' to pass arguments to CG_Menu() -- menus can refer to classes etc now
* Converted UI 'Disable Warning Dialogs' to a multi-item ('no', 'print to console', 'yes')
* Removed some unused dialogs
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code. Turns out the server sends player positions snapped to whole integers. The bandwidth-saving effects of doing this are dubious as players tend to move continuously and thus new positions will be sent out every frame anyway. The real effect of this is that the client will mispredict whenever it comes into contact with another player. Also, as part of the tinkering I removed some code from the wallwalking function that should have stayed put, I have added it back in. This commit also fixes the "jittery bouncing while sitting on top of another player" glitch.
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* Move ClientCommand error messages to menu system
* cg_disableWarningDialogs 2 == no messages at all
* decide clientside what kind of dialog to use and merge some redundant menus as a result
* add spec dialog (pretty much identical to human/alien dialogs)
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Changes to buildable deconstruction reporting:
* Unmarked buildables that are killed by deconstructing their creep source are reported as destroyed
* Killing a marked buildable does not generate a DESTROYED message
* When a buildable is deconstructed, any damage dealt to it by players will be rewarded
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* Fiddled with Cmd_Build_f so some (more) build errors will give a red blueprint
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when perfectly aligned
* Also added two turret params: spin duration and spin down time which give finer control over turret behavior (set their values to minimum)
* Fixed some patch problems, spacing and duplicate code
* Fixed Sprint/Dodge binding through menu
* Tutorial text size shrunk
* ALL clients lose their credits entirely when switching teams
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* Reloading a weapon and switching to blaster will not cause it to be "reloaded"
* Removed "team change free" flag, all clients keep credits when changing teams
* Human and Alien credits properly converted when switching teams (based on max)
* Cannot open both say prompts at the same time anymore
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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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* Acid tube splash damage (from exploding) separated from attack damage, new variable added to tremulous.h to control that and the animation
* Class X not allowed at stage # fixed to show the right stage number
* Whether or not the mass driver will shoot through objects can be toggled from tremulous.h, don't forget to save g_weapons.c or 'make clean' to get the change compiled!
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whether to close all menus or ignore menus that don't respond to CloseAll (via the new dontCloseAll MENU_TRUE attribute).
* ui_messagemode2222 and the like won't activate the teamsay menu
* Say menu will no longer close when the player dies
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expected!
* Armour and local damage processing merged
* Armour and local damage scripts now accept a "name" parameter for
debug output
* Norfenstein's non-locational damage formula now perfectly implemented
-- there are restrictions! There can only be ONE layer of armour and all
locational damage region files must cover the entire body and cannot
overlap!
* Turning on g_debugDamage to 2 or 3 provides additional information on
how the damage modifier was calculated
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* Stamina will replenish when moving whith jetpack on
* Damage region calculation code rewrite to be correct and compact
* Added damage test function (cheats only), \damage [damage]
* Norfenstein's balance tweaks: Dretch HP 25 -> 20, Basilisk grab time
reduced
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(thebenmachine@googlemail.com)
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refresh
* Add trap_Key_SetOverstrikeMode and trap_Key_GetOverstrikeMode to cgame
* Change Text_[Width|Height] to return floats
* Add Text_Em[Width|Height]
* Add CG_AlignText to cut down on code duplication
* Add itemDef_t::textvalignment for vertical text alignment
* Add UI_DrawTextBlock to replace a lot of duplicate code
* Rewrite text wrapping code from scratch so that it actually works
* Add UI_OwnerDrawText
* Add expression evaluator to .menu parser
* Split off Border_Paint from Window_Paint
* Scale slider items to fit their rect
* Rework edit field widgets to behave somewhat more correctly
* Fix a few listbox widget layout issues
* Don't display scrollbars in "notselectable" listbox widgets
* Make scoreboard team labels ownerdrawn
* Menu script rework
+ Use the expression evaluator to replace lots and lots of absolute
coords with relative ones, hopefully easing future maintenance
+ Remove lots and lots of textalign[xy] that were present to work
around broken text alignment routines
+ Replace a bunch of numeric constants with ones from menudef.h
+ Compose the huds from tremulous_common_hud.h
+ Generally neaten things up
+ Lots of whitespace fixes
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* Explicitly disallow the overmind/reactor to be replaced by other
buildables
* Some whitespace fixes
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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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* (bug 2969) limit number of players to g_maxGameClients
* use G_TeamCommand() for team vote messages
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* (bug 3298) Boosters still heal and give poison when dead (David Severwright)
* (bug 3070) Check map rotation targets exist during compilation
* (bug 3282) Add missing terminating ^7 to chatText (Ben Millwood)
* (bug 3357) Extend obituary name length to MAX_NAME_LENGTH (Rocinante)
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* Remove STAT_BOOSTEDTIME, instead inferring it via SS_BOOSTED
* Set EF_TELEPORT_BIT when buying or selling the bsuit
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