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2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-12-02* Added target_alien_win and target_human_winTim Angus
* Made the test for particles at rest less strict * Fixed a bug with the game element disabling stuff
2005-11-29* Lowered steptime for spectatorTim Angus
* Added worldspawn keys to disable specific game elements
2005-11-27* Fixed death by poison MOD s/antitox/medkit/Tim Angus
* Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders
2005-11-20* Abstract attachment systemTim Angus
* Scriptable trails system * Various other stuff I'm too tired to try and remember now
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* 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
2005-09-04* Fixed Medkit usable after death bugTim Angus
* Fixed "Server command overflow" bug for clients that should time out * Removed some debug logging code * Fixed a bug where only live clients would have their scores logged at the end of the game
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
2005-08-31* Fixed "sell upgrades" so it doesn't sell the medkitTim Angus
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* 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
2005-08-10* Fixed a last minute bug that allowed evolution after deathTim Angus
2005-08-05* Disabled weapon dropping after buying ammo for nowTim Angus
* Basilisk now loosens grip if getting damaged
2005-08-03* Weapon switch forced when buying a weapon/ammoTim Angus
* Fixed a bug where getting killed by certain buildables reduced your score
2005-07-31* Removed anticamp codeTim Angus
* Reduced basilisk grab time to 0.8 seconds from 1 second * Increased mdriver damage slightly
2005-07-28* Extended the chat period at the end of gamesTim Angus
* Disabled the anticamp trigger when you buy a weapon * Fixed bug where the "Ready" text would render over the icons on the final scoreboard * Changed the testmodel code to render gun barrels
2005-07-23* Added some code to complain if com_hunkMegs is set too lowTim Angus
* Added some logging to track a targetting bug
2005-07-22* Added a report of which stages each team had reached to the intermission ↵Tim Angus
scoreboard * Advanced construction kit is now free * Fixed the bug where the armoury and repeater would still work via command when not powered * Fixed bug where the granger could evolve whilst waiting for its build timer * Increased the jump height of the base granger slightly
2005-07-21* Added icons to the scoreboard representing the current class/upgrades heldTim Angus
2005-07-19* Added a sound to buying ammoTim Angus
* Anticamp doesn't kick in unless you actually receive ammo * Mass driver spawn clips now matches max clips (wtf?)
2005-07-18* Repeater is now freeTim Angus
* Repeater can now only be built in locations with no power * Repeater will self destruct if it has not powered anything for 90 seconds * Reduced period for free kills/credits * Mass driver damage reduced by 40% * Build timers increased a bit, especially human * The more healthy human buildables now take longer to repair
2005-07-17* Plugged the "sell and buy gets you full ammo" exploitTim Angus
* Changed voting system to need a majority of connected clients to pass without time out and a majority of voting clients to pass with time out
2005-07-14* "sell weapons" now respects the build timerTim Angus
* Changed the human anticamp message * Anticamp mechanism now applies to using the reactor/repeater as it does the armoury * Anticamp mechanism is now triggered immediately after buying a weapon * Fixed bug where lcannon warning sound was missing with cg_drawGun 0 * Grenade is now an upgrade which is used like the antitox instead of a weapon * Fixed a bug where engaging spectator follow mode failed * Fixed a bug where spectator follow clients were counted as being on the team of the client followed
2005-07-02* Fixed the PTRC system interfering with the observer modeTim Angus
* 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)
2005-06-28* Added ent->client->campingAtTheArmoury for the lamersTim Angus
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-06-26* Toned done the chaingun a touchTim Angus
* 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
2005-06-05* Added flashing alien icon if already at maximum classTim Angus
* 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
2005-01-31* An overmind is now required for aliens to upgradeTim Angus
* 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
2005-01-30* Slow release frags/creditTim Angus
* Possibly fixed human "you must be dead" spawning bug
2004-11-30* PTRC (post timeout restoration code) systemTim Angus
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-10-10* Heavily revised alien frag sharingTim Angus
* Other assorted changes
2004-09-29* A smattering of fondulationsTim Angus
2004-08-20* Slowed lasgun downTim Angus
* 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
2004-07-28* Most of the changes in the forum thread "Shake up"Tim Angus
2004-06-29* Added a bunch of map entities: trigger_buildable, trigger_class,Tim Angus
trigger_equipment, trigger_heal, trigger_ammo, triggerable func_trains, target_rumble, trigger_gravity
2004-06-03* func_trains are now triggerable and optionally stop when blockedTim Angus
* Added "itemtoggle <any weapon>" command to toggle between blaster and primary
2004-05-30* "itemact" no longer selects nothing when a weapon is not heldTim Angus
* Changed defaults for ui_smallFont and ui_bigFont
2004-05-29* Fixed bug where passing nonsense to the team command would result in nonsenseTim Angus
* Average number of players code now works
2004-05-27* Added code to calculate the average number of players that are playingTim Angus
* Added stats on game end to aid balancing * "itemact <weaponname>" now selects a weapon as well as activating an upgrade * Disabled chat balloon entirely
2004-05-01* A plethora of assorted fiddlesTim Angus
2004-03-27* Improved rifle effectiveness by approximately 30%Tim Angus
* Prevented selling ckit exploit * Increased build times by about 50% * Reduced effectiveness of teslagen
2004-03-19* Fixed TA listbox bug where user could select beyond the length of the listTim Angus
* 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
2004-03-18* Added trigger_stage entity which is fired on stage transitionsTim Angus
* Alien evolution is no longer allowed within range of humans * Reduced human damage boost from 10% to 7% * Reduced reactor base health to 1250
2004-03-18* Possibly fixed the scoreboard not updatingTim Angus
* 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
2004-03-15* Added knockback scalingTim Angus
* Balance tweaks * A load of other stuff I can't remember
2004-03-03* Fixed chasecam engagement bugTim Angus
* 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%
2004-03-02* Changes to the way the chasecam is triggeredTim Angus