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path: root/src/game/g_main.c
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2004-03-20* Added lcannon warning and blowupTim Angus
* Fixed some serious bugs in the spawn queue code
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
2004-03-17* Fixed a fuckup with the game->cgame (don't ask) particle system listing codeTim 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
2004-02-14* Fixed vieworg leaving PVS on death for classes with small BBOXTim Angus
* Medistat now only heals one at a time * Alien blood never red now * Scaled down build points, hud now shows actual value * Added a "width" parameter to every melee attack * Added "sell weapons" and "sell upgrades" commands * Reduced pulse rifle strength a bit
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
2004-02-01* Added an extra sanity check to evolution tracing after a "void" reportTim Angus
* 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
2004-01-31* Stage thresholds aren't reset to 15 and 30 nowTim Angus
* Stage changes now occur based on team players rather than global players
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
2004-01-19* 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
2004-01-12* 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
2004-01-02* Conditionals in the map rotation now workTim Angus
* Voting for "nextmap" plays nice with old and new map rotation systems
2003-12-21* Added a means of overriding class and buildable media settings via cfg fileTim Angus
* View locking works again * Trapper projectile is displayed properly
2003-12-02* Changes for OverFlow's mofo modelTim Angus
* Map rotation system
2003-10-10* Wall jumping for chimeraTim Angus
* Changed a few jump heights * Added vote team kick * Re-placed the voting notes * Passed voting info to UI module * Removed "spawnBody" command
2003-09-21* Fully generalised scriptable paricle systemTim Angus
* Changes to Makefile and depend file for above * Tweaks to entities.def * Apparently a bunch of other stuff I've forgotten about
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
2003-08-19* Buildables now take time to "warp in"Tim Angus
* A few cleanups here and there * Bye bye cg_creep.c
2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
* Finished code support for new armoury menu
2003-02-22* Reset stages on map loadTim Angus
2003-02-22* Removed "You fragged x" messageTim Angus
* Slowed down turrets * Increased points value of aliens * Hopefully fixed bank/armoury bugs (ps.persistant[] clamped to 16bits?) * G_Printf( ); only prints in nondedicated mode * Commented out annoying ClientUserinfo changed LogPrintf
2003-02-14* Model precaching moved entirely to the client sideTim Angus
* Armour skins and battlesuit/helmet models now used
2003-02-08* Added utility function CG_DrawBoundingBox to um.. draw bounding boxesTim Angus
* G_Printf now outputs to the TA UI console as well as the regular one * Light flares now have an extra test to fix the "seeing through thin brushes" bug
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
2002-08-09* Human repair abilityTim Angus
* Alien buildable regeneration * Alien class regeneration
2002-06-30Cvar defaultsTim Angus
2002-04-06Staging announcementsTim Angus
2002-04-06Variable name changeTim Angus
2002-04-06Stupid bugfixTim Angus
2002-03-22Hud per class specified in bg_misc.c. Skin entry in class db now honouredTim Angus
2002-01-13Staging transitions. Battpack. Half jetpackTim Angus
2002-01-02Rudimentary staging code. Simplified building rules - they were over complexTim Angus
2001-12-22Bug fixes to droid->alien conversion :)Tim Angus
2001-12-21After changing aliens->droids, changed droids->aliens *sigh*Tim Angus
2001-10-19License change to OSMLTim Angus
2001-08-23Silly little fixesTim Angus
2001-08-19Buildable points now configurable via worldspawnTim Angus
2001-08-031.29h upgrade.. oooo particles heheheheheheTim Angus
2001-07-28Saw blade launcherTim Angus
2001-07-13Saved a couple of STAT_ indices. Added the pounce and clawing weaponTim Angus
2001-07-01Changed jounce->jerkTim Angus
2001-07-01Added an alternative (but more expensive) target lead algorithmTim Angus
2001-06-30Hopefully finally fixed precaching mechanismTim Angus
2001-04-13Locational Damage! Also, possibly fixed a power bug.Tim Angus