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2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-12-08* Reduced Dragoon pounce range to 64 from 96Tim Angus
* Dragoon pounce now incurs 400ms wait before other weapons may be used * Trapper cost down to 8 from 10 * Hovel is now free, but only one can be built * Teslagen damage up to 9 from 7 * Non locational damage does not apply locational armour anymore; instead it averages the armour regions together * Tweaks to pain blends * Added cg_animation.c, which apparently I forgot * Added generate-infopanes.sh and infopanes.def.h
2005-11-27* Fixed death by poison MOD s/antitox/medkit/Tim Angus
* Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders
2005-11-24* 3D particlesTim Angus
* Brass ejections now done via particle system * static_tranform particle move type * thirdPersonOnly particle and trail system property * Trail jitter now done in two dimensions
2005-11-20* Abstract attachment systemTim Angus
* Scriptable trails system * Various other stuff I'm too tired to try and remember now
2005-10-15* Increased Tesla damage frequencyTim Angus
* Marginally increased Tesla damage * Teslas now produce exaggerated knockback effect * Hives now buildable on walls * Boosters no longer restore Dragoon spitballs * Dragoon spitballs now affected by gravity * Dragoon pounce attack damage reduced to 100 from 160
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* 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
2005-09-02* Added width to zap traceTim Angus
* Hopefully fixed the "Ready" issues
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* Reworked the ammo/clips packing system to remove the confusion of concepts * Marauder lightning now requires aim, does damage over time and chains to other entities * Implemented the Medkit -- a means for a human to restore health and cure poison in the field * "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved * Disabled client side ET_MISSILE collision * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Re-adjusted step time values * Increased frequency with which the Acid Tube deals damage * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands * Added LOS check to creep slowing * Overmind now only complains if there are 0 spawns * Spawns can no longer be built when there is no Overmind/Reactor * The spawn closest to the point of death is chosen preferably if available * Evolving no longer restores all health * "give weapons" and "give ammo" cheats removed * Fixed restoration of energy weapons bug * When selling the battery pack, max ammo is given * Fixed a bug where locational damage could sometimes scale damage to 0 * Added stage information to the end of game stats * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Added G_ClosestEnt * Reduced Dragoon spitball damage from 120 to 110 * Reduced Tyrant claw damage from 120 to 100 * Reduced Tyrant charge damage from 160 to 110 * Increased Barricade regeneration rate from 12 to 14 * Increased Overmind health from 500 to 750 * Decreased Overmind regeneration rate from 10 to 6 * Doubled Blaster speed from 700 to 1400 * Reduced Painsaw damage from 18 to 15 * Reduced Painsaw range from 48.0 to 40.0 * Reduced Grenade price from 300 to 200 * Reduced Shotgun repeat rate from 1200 to 1000 * Increased Shotgun damage from 6 to 7 * Increased Mass driver damage from 35 to 38 * Increased Chaingun damage from 5 to 6 * Reduced Flamer repeat rate from 300 to 200 * Extended Flamer range * Increased ammo on all human weapons * Reduced splashdamage on MG Turrets * Moved build directory from tremulous to tremulous-dev
2005-08-06* Reverted to non-interruptable level 1 grabTim Angus
* Reduced grab time but differentiated base and advanced
2005-08-05* Basilisk needs less time to regain grabbing ability after being hitTim Angus
* Stage thresholds are now based on average number of players * Added a MOD for the level 3 spit ball
2005-08-05* Disabled weapon dropping after buying ammo for nowTim Angus
* Basilisk now loosens grip if getting damaged
2005-08-03* Build timer does not go up so much when building repeatersTim Angus
2005-07-31* Removed anticamp codeTim Angus
* Reduced basilisk grab time to 0.8 seconds from 1 second * Increased mdriver damage slightly
2005-07-18* Repeater is now freeTim Angus
* Repeater can now only be built in locations with no power * Repeater will self destruct if it has not powered anything for 90 seconds * Reduced period for free kills/credits * Mass driver damage reduced by 40% * Build timers increased a bit, especially human * The more healthy human buildables now take longer to repair
2005-07-17* Plugged the "sell and buy gets you full ammo" exploitTim Angus
* Changed voting system to need a majority of connected clients to pass without time out and a majority of voting clients to pass with time out
2005-07-02* Turrets can now be grabbed by lev1s, which slows them downTim Angus
2005-06-29* Fixed a bug where menus would appear during demo playbackTim Angus
* Fixed a bug where delayed suicide would persist over death * Reduced turret health and damage, increased range * Generally strengthened alien buildable health and regen a little * Increased damage that hives do * Unlocked the trapper at stage 1 * Lev0 alien can now damage human defensive structures * Booster now doubles alien regeneration rate * Updated dependancies
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-06-05* Added flashing alien icon if already at maximum classTim Angus
* Improved scanner render and refactored scanner code * Added animated projectiles * Grenade * Changed model names to be human name agnostic * Added sounds for lev1 grab and lev4 charge * Added sound for failed evolution * Added battery pack rendering code * Added functionality to particle system to allow attachment of particle systems to particles (for nice explosions) * Implemented CG_FileExists * Added some code to gracefully handle missing sounds (easier than making the sounds :D) * cg_drawBBOX now draws player BBOXen * Renamed the alien classes (now done in class override scripts) * Implemented Vector4Add * The usual assorted bug fixes
2004-10-17* Gave some of the shared functions more sensible namesTim Angus
2004-10-02* Fixed Who's uncreation bugTim Angus
* Reduced range and repeat rate of chimera lightning * Medistats now heal booster poison * Hydra gas now requires a LOS to work
2004-09-29* A smattering of fondulationsTim Angus
2004-08-20* Slowed lasgun downTim Angus
* Chimera lightning bug fixed and damage increased * Splashdamage on turrets increased * Dragoon barbs do more damage and regenerate * Kill command is cancellable * "buy ammo" now works with energy weapons * Dragoon weakened slightly * Humans speed increased * Reactor health increased * Base attack warning for spawns as well as reactor
2004-07-28* Bug fix to battlesuit/hydra interactionTim Angus
2004-05-16* Fixed the gigantic spawn queue fuck upTim Angus
2004-03-28* Fixed bug where upgraded chimera's electrical attack sometimes didn't workTim Angus
2004-03-15* Added knockback scalingTim Angus
* Balance tweaks * A load of other stuff I can't remember
2004-03-03* Fixed chasecam engagement bugTim Angus
* Raised turret effectiveness again * Raised human weapon damage by 5% * Refactored buildable rendering code * Buildable rendering now falls back to a box trace when a cap trace misses * Human ckit can't repair destroyed buildables * Human reactor strengthened by 50%
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
2004-01-31* lcannon blast radius is more saneTim Angus
* Decreased the health of the mofo and increased the health of the other classes * Decreased the worth of alien classes slightly * Removed health/stage modifying code (that never worked in the first place) * Fixed evolve event being triggered for ceiling eggs
2004-01-30* Rethought custom footsteps a bit -- now includes clunk soundsTim Angus
* Hydra can no longer grab someone with a battlesuit
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
2004-01-22* Particle system should complain less if it can't find a specific systemTim Angus
* Reduced size of misc_particle_system entity in entities.def * Added prebuild sounds for the buildables
2004-01-13* Reduced strength of teslagenTim Angus
* Fixed the broken buildables bug for real this time (fingers crossed) * Disabled firing modes for destroyed buildables
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
2004-01-11* Sorted out hydra gas screwupsTim Angus
* Synced MOD_ and EV_ lists * Removed "devmap" command from map rotation system * Increased soldier bite damage to 50 * Reduced price of light armour to 70 * Added visibility tests to the hive and acid tube * Some other stuff
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
2004-01-05* Added shotgunTim Angus
* Fixed particle system destruction bug with muzzle systems * Fixed armoury retriggering bug
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
2003-09-27* weapon.cfg files changed a bit to include sections for alternate fire modesTim Angus
* Close to zero weapon specific client side code now remains * Poison cloud effect now uses new particle system * Fixed a couple of bugs in the particle system
2003-09-24* Impact and muzzle flashes now use new particle systemTim Angus
* Hitscan weapons now use more generalised impact events * Added functions that are called when an entity leaves and enters the PVS
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
2003-08-31* 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
2003-08-30* Poison kills are now properly creditedTim Angus
* Buildable weapons now have their effects properly applied
2003-08-30* Rewrote TeslaGen AITim Angus
* Refactored and improved MG Turret AI * DCC now increases speed of MG turrets and coordinates attacks
2003-08-30* Integrated the overmind soundsTim Angus
* Sounds for repairing stuff * Fixed a buildable animation bug * Added G_BroadcastEvent