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path: root/src/game/g_local.h
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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
2005-06-05* 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
2004-11-30* PTRC (post timeout restoration code) systemTim 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
2004-05-27* 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
2004-05-16* Fixed the gigantic spawn queue fuck upTim Angus
2004-05-01* A plethora of assorted fiddlesTim Angus
2004-03-28* Fixed bug where upgraded chimera's electrical attack sometimes didn't workTim Angus
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
2004-03-03* 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
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
2004-02-13* Jetpack is disabled with no reactor presentTim Angus
2004-02-07* Fixed a wall walking bug (DEAR GOD WHEN WILL IT END)Tim Angus
* Shadow is now rendered on walls as well as the ground * Buildables are now vulnerable in the prebuild stage * Alien buildables take longer to build * A bunch of other stuff
2004-01-31* lcannon blast radius is more saneTim Angus
* Decreased the health of the mofo and increased the health of the other classes * Decreased the worth of alien classes slightly * Removed health/stage modifying code (that never worked in the first place) * Fixed evolve event being triggered for ceiling eggs
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
2004-01-14* Fixed the bug where trem menus were ineffectualTim Angus
* Rewroted the hovel block testing code to be cleaner and work better
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* 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
2004-01-07* Moved slowblob to advanced builderTim Angus
* 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
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)
2003-12-02* Changes for OverFlow's mofo modelTim Angus
* Map rotation system
2003-10-12* Added misc_particle_system entityTim Angus
* Fixed depth sorting to sort in the correct direction * Particle system PVS garbage collection improved * cent validity is now computed before adding cents to scene
2003-09-12* Removed the func_door_model auto scaling and positioning code - it didn't workTim Angus
* Added the server side stuff for the hive
2003-09-08* func_door_model -- a model based doorTim Angus
* Removed a bunch of entities not applicable to Tremulous * Wrote an entities.def file for Tremulous (ugh gak horrible syntax) * Updated depend file * Various other small tweaks here and there
2003-09-04* Rotating doors thanks to:Tim Angus
http://www.planetquake.com/code3arena/tutorials/tutorial29.shtml
2003-09-03* Ditched the Bank and FloatmineTim Angus
2003-09-03* Added SURF_NOALIENBUILD and SURF_NOHUMANBUILD so that building can beTim Angus
prevented via shader
2003-09-01* Menus are now automatically closed upon deathTim Angus
2003-09-01* Exorcised gitem_tTim Angus
2003-09-01* Realistic falling damageTim Angus
* Added fallDamage to class database * Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
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
2003-08-30* Poison kills are now properly creditedTim Angus
* Buildable weapons now have their effects properly applied
2003-08-30* Integrated the overmind soundsTim Angus
* Sounds for repairing stuff * Fixed a buildable animation bug * Added G_BroadcastEvent
2003-08-28* Reworked the charge ability on the mofoTim Angus
* Chucked all that god awful knock over code * Replaced sticky field in class with acceleration and friction * A few other random tidy ups
2003-08-27* Partial mofo charge ability from centuries agoTim Angus
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c