Age | Commit message (Collapse) | Author |
|
|
|
* Fixed a bug where getting killed by certain buildables reduced your score
|
|
* Fixed the bug where spectators saw team chat
* Added ping display to the lagometer
* Renormalised some balance variables
* Fixed the bug where bodies would sometimes disappear immediately after death
* Fixed the "dancing buildables" bug
* Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS
* Fixed a subtle stage bug
* Added code to indicate which stage a team is on via the scoreboard
|
|
* 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)
|
|
* Fixed a bug where delayed suicide would persist over death
* Reduced turret health and damage, increased range
* Generally strengthened alien buildable health and regen a little
* Increased damage that hives do
* Unlocked the trapper at stage 1
* Lev0 alien can now damage human defensive structures
* Booster now doubles alien regeneration rate
* Updated dependancies
|
|
|
|
|
|
* 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
|
|
credits/frags
|
|
* 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
|
|
* Possibly fixed human "you must be dead" spawning bug
|
|
|
|
|
|
* p.s. It's really hard to test!
|
|
|
|
|
|
* Other assorted changes
|
|
|
|
|
|
* Prevented selling ckit exploit
* Increased build times by about 50%
* Reduced effectiveness of teslagen
|
|
* Balance tweaks
* A load of other stuff I can't remember
|
|
* Spawn queues
|
|
* 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
|
|
* Created a general buildable think function
* Fixed the post armoury weapon selection for real
* Balance tweaks
* A pile of other crap
|
|
* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
|
|
* 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
|
|
* 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
|
|
* 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
|
|
(never thought that would be an issue :)
* Added "bounce cull" to particle syntax
|
|
* 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
|
|
* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
|
|
http://www.planetquake.com/code3arena/tutorials/tutorial29.shtml
|
|
* All upgrades are deactivated upon death now
* Bodies no longer dtf but have their model origins matched with the player
|
|
|
|
* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
|
|
* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
|
|
* Buildable weapons now have their effects properly applied
|
|
* 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
|
|
* Added logging MOD_s
* Exchanged ping and PB columns in server join menu
* Removed debug spraff from server browser
|
|
* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
|
|
* Fixed buildable outline bug
* Scoreboard now longer shown on death
* Buildable kills no longer subtract 1 from score
|
|
* Upgrade icons now use sensible names
* More cannon misspelling fixes
|
|
* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
|
|
* Removed extraneous debug info
* Jet pack much faster
* Blocked spawns now nonfunctional
|
|
* Ownerdrawn helmet, which was strangely not committed first time round
|
|
|
|
* Nonesgmented corpses now render properly
|
|
* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
|
|
* Removed Q3A team system
* Removed "gametype" stuff
* Removed items
* Refactored buildable physics
* Other general cleanups
|
|
|