Age | Commit message (Collapse) | Author |
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- Remove admin.log and fold its information into games.log because its information is rarely useful without the context that games.log brings
- Don't show guid/flags in AdminCmd: log items. Show registered name instead.
- Add an AdminAuth: log item that contains this info, occurring at connect, setlevel, and readconfig
- Always attach an admin's registered name to bans so the correct people are complained about rather than aliases
- General g_admin.c shrinking and refactoring
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teams, and optionally also to lock them.
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team, in order to prevent dretches with fast computers from camping the other base before the humans even load the map. Disabled by default; set g_doWarmup 1 to enable.
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* Support parsing /say_area out of /say
* General cleanups/refactors to messaging code
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class/equipment, and locations of teammates
- Disable with cg_drawTeamOverlay 0 or remove it from your hud
- Control number of teammates to show with cg_teamOverlayMaxPlayers
- When teamoverlay is enabled, show health of teammates next to their name when the crosshair is over them
- Servers who dislike gameplay effects or want to save on bandwidth use can use g_allowTeamOverlay 0 to disable the feature for players
- Special thanks to Risujin for bring this idea and the original patch to Tremulous
* Cache teaminfo on the server and send only when needed (Undeference)
* Increase frequency of sending updated teaminfo (Undeference)
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* Bring back "teamoverlay" cvar and default it to 1
* Add "cg_chatTeamPrefix" cvar
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* Fix ability to call sudden death votes when regular entry to sudden death is disabled
* Add sudden_death to the printed list of valid vote types
* Fix AdvGranger abilities appearing in tutorial text for regular Granger
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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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* Remove cvar g_suddenDeath since it is no longer needed
* "Sudden Death in 0 seconds!" should no longer display on map start when sudden
death is disabled
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* Fix broken r1753
* Some minor refactoring / cleanup
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- Remove g_humanFriendlyFire and g_alienFriendlyFire
- Remove the cvar "ff" and just use g_friendlyFire and g_friendlyBuildableFire
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* Remove g_adminNameProtect, force it on
* Remove g_chatTeamPrefix, force it on
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+ Re-add error case when parsing damage scripts
+ Reinstate G_CountSpawns
+ Add missing call to PM_StartTorsoAnim
+ staticise G_IsCreepHere
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descriptive
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* The time clients are alive is recorded in seconds.
* Award free funds regardless of death. Funds will be given
- when the client is alive every g_freeFundPeriod if
g_freeFundPeriod is positive (otherwise no free funds are
given).
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- they are now awarded regardless of deaths
- use a cvar (g_freeKillPeriod) instead of a #define as the interval
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It may be possible to do this further but as it is I've simplified and
efficientised the code a good deal.
Also some tiny irrelevant cleanups
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* Remove reactorNode, overmindNode, G_FindReactor, and G_FindOvermind
* Replace level.(overmind|reactor)Present with G_Reactor and G_Overmind
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* By default, repeater BP queue return is instant
* Repeaters can be built at stage 1
* Increase the alien build point and build queue time defaults by 50%
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* Repeaters can no longer be placed inside of another power zone
* Temporarily use the nearest source of power instead of
* combinations until shared power sources is correctly supported
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* Add g_humanRepeaterAllowOverlap defaulting to 1
* Add a build error message when building a repeater would cause a power zone to overlap
* Lower DC range from 10,000 -> 1,000
* Repeaters will suicide if they are *inside* of another power zone
* Unpowered buildables no longer take away BP from the main reactor zone
* Repeaters will only power the BP that can be built from them
* Repeaters can now be moved
* Don't set s.misc anymore since BP is calculated server-side
* Fix G_IsDCCBuilt( ) so that it can return true even if a DC is built farther than DC_RANGE units from position 0, 0, 0
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* Move power zones into level_locals_t
* Dynamically allocate the array, removing MAX_ZONES restriction
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return to its "caller"
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addresses most of the misgivings with it
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* Use client list functions for ready code
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* When g_specChat = 0, send global messages by spectators to other spectators
* Eliminate g_listEntity. Use entityList instead
* Stop seeding the rng all the time
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FIXME: currently limited to 3 targets due to netcode restrictions
FIXME: this code could probably use some general cleanup as well
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* small updates to the surrounding /callvote code
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