Age | Commit message (Collapse) | Author |
|
|
|
|
|
attenuate over distance
|
|
|
|
- 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
|
|
(/dev/humancontroller)
|
|
others will be handled in the next upstream merge.
|
|
(/dev/humancontroller)
|
|
of a previously-fired weapon's delay. Previously it would fire, but not do any damage.
|
|
(/dev/humancontroller)
|
|
|
|
track of structures to only allow one hit each (thanks Lakitu7)
|
|
|
|
|
|
|
|
|
|
differences
|
|
|
|
|
|
* Fix a load of 1.f style floats to 1.0f
|
|
BG_(Un)PackEntityNumbers
|
|
|
|
|
|
* Remove version determining code from makefile since it has to walk 300
revisions every compile and produces incorrect results anyway
|
|
FIXME: currently limited to 3 targets due to netcode restrictions
FIXME: this code could probably use some general cleanup as well
|
|
|
|
is back to 30**3
|
|
* Fix event names in bg_misc.c (was making debugging difficult)
|
|
* Reduce upgraded pounce range to regular + 6 instead of 8 (the model size difference is 6, not 8)
* Introduced upgraded goon pounce range (regular goon range + 6)
* Increased hive health 125->175
|
|
|
|
|
|
megatog615)
* dead buildables no longer bleed
|
|
|
|
* Random fixes/rearrangements in deconstruct and PM_Weapon
* Merge tremulous r1137
- noclipping specs
- other noclip stuff
- fix ammo check
- maprotation fixes
- no taunting when dead
- code-level crap
|
|
* Allow /noclip and /where to be used by spectators
* Allow /noclip and /setviewpos to be used by specs even when cheats are off
* Run PM_Weapon and set view height while noclipping
* Make player speed while spectating or noclipping configurable via cg_flySpeed
* Remove requirement for cgame's cvartable to have a non-null vmCvar pointer
* Make PM_Paralyzed a macro and add a similar category, PM_Live
* Stop dretches from biting dead buildings
|
|
|
|
|
|
|
|
|
|
their own attacks only
|
|
if there is one
|
|
|
|
BG_Upgrade
* Move "overrides/*" to "configs/" and remove all the overriden data from
bg_misc.c, instead requiring it to be in the cfg files
* Add cfg files to source control
* Clean up some naming and typing issues
|
|
* 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/
|
|
* Adv goon bite range decreased 96->80 (regular goon + 8, to compensate for model size)
* Adv goon pounce charge time reverted 600->700
* Goon pounce repeat (delay before being able to chomp) now applies after landing from a pounce instead of hitting with a pounce
* Tyrant range decreased 116->100
* Zap damage decreased 50->40
|
|
* Squad marking removed
* Marauder walljump reverted to upstream
* Minijump removed
Enjoy!
|
|
* Fixed Tesla Generator not firing over turrets or missing small aliens entirely -- it now shoots from the top of its bounding box to the top of its target's bounding box
* Dying, evolving, or changing teams properly resets the weapon
Flame thrower changes:
* Reverted flame thrower missile radius to 15
* Muzzle is offset for flame thrower to shoot from the hand
|
|
box restrictions
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile
|
|
* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade
* Lucifer Cannon repeat rates fixed
* G_Damage() wont deal damage to dead entities
* Maybe fixed the buildable killed with shotgun won't show dying anim bug
* Attacked hives won't attack back when the OM is dead
* The monstrous hive bounding boxes shrunk to something reasonable
* Tesla Generator muzzle offset to the ball part, now fires over turrets
* HUDs can make vertical charge bars
* Human charge bar no longer overlaps scanner
* "There are no spawns remaining"
Changes to trample attack:
* No longer deals locational damage (wtf?)
* Charge "holding" restored
* Hit repeat rate limited to 50 ms
Changes to health cross icons:
* Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ )
* Icons fade from one to another
* Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit
* Poisoned icon for humans (Techhead's idea)
|
|
* Basilisk gas view bob effect now properly accounts for shorter time due to protection
* SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons)
* Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT)
* Power bolt on the Human HUD glows when sprinting (not very visible though)
|