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path: root/src/game/g_cmds.c
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2004-03-01* Reimplemented the chasecamTim Angus
2004-02-28* Added missing \n after server speechTim Angus
* Added auto select option to team menu * g_teamForceBalance now works * Added "reload" command * cg_lagometer now works
2004-02-27* Spawns can no longer spawn clients without delayTim Angus
* Spawn queues
2004-02-14* Fixed vieworg leaving PVS on death for classes with small BBOXTim Angus
* 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
2004-02-01* Added an extra sanity check to evolution tracing after a "void" reportTim Angus
* 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
2004-01-25* Fixed two serious particle system bugsTim Angus
* Created a general buildable think function * Fixed the post armoury weapon selection for real * Balance tweaks * A pile of other crap
2004-01-21* (Experimental) fix for a remaining broken buildable bugTim Angus
* 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
2004-01-19* Forced a weapon change when buying a weaponTim Angus
* Implemented dynamic stage boundaries * A shedload of balance tweaks * Inevitably other stuff that I've forgotten whilst SF CVS has been down
2004-01-13* Changed charge feedback and timing a bitTim Angus
* First frame of the buildable is now set before the construction animation * Fixed a secondary buildable animation bug
2004-01-12* Charge no longer works backwardsTim Angus
* Dragoon pounce numbers fiddled a bit
2004-01-12* Poison now does 30 damage maxTim Angus
* 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
2004-01-11* Sorted out hydra gas screwupsTim Angus
* 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
2004-01-05* Added shotgunTim Angus
* Fixed particle system destruction bug with muzzle systems * Fixed armoury retriggering bug
2004-01-02* Conditionals in the map rotation now workTim Angus
* Voting for "nextmap" plays nice with old and new map rotation systems
2003-12-24* Added a creep projection under a locked humanTim Angus
* Removed some debug messages * Severely cut down on static memory usage (130Mb)
2003-10-10* Wall jumping for chimeraTim Angus
* Changed a few jump heights * Added vote team kick * Re-placed the voting notes * Passed voting info to UI module * Removed "spawnBody" command
2003-09-27* weapon.cfg files changed a bit to include sections for alternate fire modesTim Angus
* 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
2003-09-03* Ditched the Bank and FloatmineTim Angus
2003-09-01* Exorcised gitem_tTim Angus
2003-08-31* Changed the variable names pteam, pclass and pitem to be more descriptiveTim Angus
* Removed defering stuff from model loader * Modified CG_ScanForExistingClientInfo to load from corpseinfo
2003-08-31* Fixed hovel problemsTim Angus
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c
2003-08-15* Prelim introduction of the blasterTim Angus
2003-08-12* Bug fix to listbox reset featureTim Angus
* Client side creep significantly reworked * MinNormal is actually tested for now * Overmind no longer attacks after dying * Some internal hivemind->overmind confusion fixups
2003-08-12* Disabled automatically bringing up spawn menus to prevent cutting off chatTim Angus
* 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
2003-08-05* Balance tweaksTim Angus
* Changed Predictable events to regular events in g_cmds.c
2003-08-05* Added sanity checks to spawn code to (hopefully) prevent that "really ↵Tim Angus
bizarre bug"
2003-08-02* Fixed bug with blank upgrade menu when no upgrade possibleTim Angus
* Fixed bug where credits weren't blanked between team changes * Flamer ejection point now a tag * Jetpack ejection point now a tag + jetpack flash
2003-07-05* Hopefully eliminated all the BG_Find... fallthroughs for the classesTim Angus
* Introduced a really hacky fix to a model caching bug (ClientInfoChanged)
2003-06-16* Exchanged Dragoon and Hydra to better fit the modelsTim Angus
* Adjusted relavant attributes * Disabled bank * Credits now non-volatile * In stages where the advanced builder is allowed it is now available from the egg
2003-03-24* Fixed a bug where aliens are assumed to have an extra killTim Angus
* "give funds" now takes a parameter - the credit to add
2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
* Finished code support for new armoury menu
2003-03-22* Code support for the new armoury menuTim Angus
2003-03-21* Eggs regenerate fasterTim Angus
* Human weapons stronger * Radically changed the alien evolution process * Buy menu now only shows things you are able to buy
2003-02-23* Aliens should now bleed greenTim Angus
* Added debug logging for the "Cannot build item" bug
2003-02-22* Removed "You fragged x" messageTim Angus
* 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
2003-02-14* Fixed the huge gaping bugs in the battlesuit model switchingTim Angus
* Patch before this introduced nearby object for corpses
2003-02-08* Hacked up vsprintf to support vec3_tTim Angus
2003-01-27* Fixed a stupid HUD bugTim Angus
* 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
2002-12-02* Bounding box fiddlesTim Angus
* Added a small radius search to the use action * Fixed a couple of crash bugs
2002-09-19* Cleaned up redundant eventsTim Angus
* Fixed "buildable blocking door" bug * Renamed MCU to Armoury * A few whitespace fixes
2002-09-16* Added global header tremulous.h in preparation for balancingTim Angus
* Constants propogated throughout the source * Various random fixes and tweaks
2002-09-09* General tidy up and beautification of codeTim Angus
* Removal of most of the legacy Q3A stuff * Cursor no longer displayed on load screen * (Biggest commit EVAR?)
2002-09-03* Large purge of legacy Q3A codeTim Angus
* Removed Q3A team system * Removed "gametype" stuff * Removed items * Refactored buildable physics * Other general cleanups
2002-09-02* Bug fixes to TA consoleTim Angus
* Implemented most of WP_GROUD_POUND
2002-08-28* Poison cloud WP_GRAB_CLAW_UPG server and client sideTim Angus
* Bug fixes to new wall walking code * Removed synced weapons * A few random bug fixes * Refactored and improved CG_LaunchSprite a little
2002-08-13* Added ownerdrawn FPS, timer, snapshots and lagometerTim Angus
* Fixed bugs in selection after buying/selling upgrades
2002-08-09* Removal of Q3A armor[sic] system - freed up a STAT_ in the processTim Angus
2002-08-09* Human repair abilityTim Angus
* Alien buildable regeneration * Alien class regeneration
2002-08-07* "deconstruct" command to destroy buildables without damageTim Angus