Age | Commit message (Collapse) | Author |
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clear the r.currentAngles field for brushmodel-related entities using the ''angle'' spawn var
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setviewpos now precisely puts the player's view origin to the specified coordinates, and does not spit the player forward; it now optionally takes yaw and pitch arguments
for this, setviewpos takes ps->viewheight into account when teleporting the player; TeleportPlayer() now takes an additional float argument specifying the spitting speed of the player; currently, TeleportPlayer() is called with a non-0 argument only from the setviewpos function
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- Use spherical distance checks instead of cubic
- Fix buildables' ability to be zapped by two marauder+'s at once
- Chain to targets visible to each other, rather than visible to the zapper
- Fix zap effect disappearing too early when target dies
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* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR)
* s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/
* s/pClass_t/class_t/
* s/PERS_TEAM/PERS_SPECSTATE/
* s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
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* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means
only one ammo using weapon may be carried at once, but this is the
case anyway
* No need for BG_(Un)PackAmmoArray anymore, so remove them
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trigger_push
* (bug 2658) added spawnflags 2 to misc_anim_model which will spawn the
entitiy with the animation OFF
* (bug 2658) if the "animations" loopFrames (param 3) of
misc_anim_model is 0, then the animation will not loop, but it
will make one pass through the animation each time the entity is
used
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project. Thanks to kevlarman and WolfWings for help with this
implementation for Tremulous.
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* Added wait key to misc_particle_system
* Triggering a trigger_teleport now enabled/disabled it
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* Fix to > max damage zap bug
* Add g_mapConfigs
* Fix item switch when run out of ammo
* Fix client side buildable tracing
* Fix misc_portal_surface documentation
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* De-quaked various bits and pieces
* Integrated Tremulous into the ioq3 source
* Relicensed Tremulous to be GPL
* It compiles!!!!!!!!11111111!!!!1
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* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
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* Removed loading of some Q3 cruft
* Spilled events attached to temporary entities are now reattached to their
original entities, fixing the missing flame bug
* Fixed "suicide god" bug
* Fixed bug where zap ignores armour
* Fixed missing particle systems when follow-spectating
* Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo
* Cleaned up logic in CG_AddPlayerWeapon
* MASK_SHOT traces no longer collide with corpses
* Corpses timeout in 20 seconds instead of 60
* Improved robustness of spawn validation, fixing the bug on transit
* A crapload of whitespace fixes
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* Removed some debug messages
* Severely cut down on static memory usage (130Mb)
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* 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
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* 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
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* 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
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* Added timed light flares and cg_ to switch between flare types
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* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
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* Implemented most of WP_GROUD_POUND
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torchlight and the usual assortment of bug fixes.
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