Age | Commit message (Collapse) | Author |
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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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* p.s. It's really hard to test!
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* Other assorted changes
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* Prevented selling ckit exploit
* Increased build times by about 50%
* Reduced effectiveness of teslagen
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* Balance tweaks
* A load of other stuff I can't remember
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* Spawn queues
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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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* 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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* 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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* Dragoon now has linear projectile attack
* Hopefully fixed bug where muzzle particle systems weren't properly destroyed
* Base Chimera no longer has electrical attack
* Jet pack now "malfunctions" when the user takes damage
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(never thought that would be an issue :)
* Added "bounce cull" to particle syntax
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* Muzzle effects are attached to tag_weapon where tag_flash is not available
* Handle particle effects properly with cg_drawGun 1
* Fixed some serious bugs in particle system that culled particle systems early
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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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http://www.planetquake.com/code3arena/tutorials/tutorial29.shtml
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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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* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
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* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* Buildable weapons now have their effects properly applied
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* Remaining MOD_s added
* Added WP_MGTURRET to split to mgturret from the rifle
* Buildable weapons now use weapon lights and flash sounds etc
* Fixed turret oscillation bug
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* Added logging MOD_s
* Exchanged ping and PB columns in server join menu
* Removed debug spraff from server browser
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* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
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* Fixed buildable outline bug
* Scoreboard now longer shown on death
* Buildable kills no longer subtract 1 from score
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* Upgrade icons now use sensible names
* More cannon misspelling fixes
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* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
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* Removed extraneous debug info
* Jet pack much faster
* Blocked spawns now nonfunctional
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* Ownerdrawn helmet, which was strangely not committed first time round
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* Nonesgmented corpses now render properly
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* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
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* Removed Q3A team system
* Removed "gametype" stuff
* Removed items
* Refactored buildable physics
* Other general cleanups
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time.
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