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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
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
2003-08-02* Merged chest and limb armour into "light armour"Tim Angus
* Upgrade icons now use sensible names * More cannon misspelling fixes
2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
* Finished code support for new armoury menu
2003-02-11* Death animations now play correctly for nonsegmented modelsTim Angus
* Nonesgmented corpses now render properly
2002-10-22* 1.32 point release updateTim Angus
2002-09-23* Fixed build timer bugTim Angus
* Crosshair per weapon * Added dlight to flame balls - bit of a performance hit * Tweaked flamer repeat rate * Fixed human buildable explosion sound (FIXME: sync with anims?)
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
2002-08-19* Brought hand-to-hand grabbing back for WP_GRAB_CLAWTim Angus
2002-08-16* Emergency commit - fileserver dying :/Tim Angus
2002-08-09* Human repair abilityTim Angus
* Alien buildable regeneration * Alien class regeneration
2002-07-29* ScoreboardTim Angus
* Level 1 class blob fire * Loading screen * "SPECTATOR" display uses TA UI * Buildable weapon delays * Display of build points on huds
2002-06-21Weapon additions???Tim Angus
2002-03-04Organ bankTim Angus
2002-01-13Staging transitions. Battpack. Half jetpackTim Angus
2002-01-09A bunch of stuffTim Angus
2002-01-04DCC dependanciesTim Angus
2002-01-02Rudimentary staging code. Simplified building rules - they were over complexTim Angus
2001-12-31Hovel updatesTim Angus
2001-12-24BoosterTim Angus
2001-12-24Alien HovelTim Angus
2001-12-21After changing aliens->droids, changed droids->aliens *sigh*Tim Angus
2001-12-18Got rid of bg_itemlist buildables. Refactored buildable spawningTim Angus
2001-12-17Added check for ceiling building. Fixed missing menu bugTim Angus