Age | Commit message (Collapse) | Author |
|
* Inverted the direction in which a player is spawned
* Fixed the alien buildable axis explosion bug
* Fixed some class name foul ups in the obituaries
* Disabled friendly fire by default
|
|
* 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
|
|
* Damaged aliens now need a couple of seconds before they can regenerate
* Very slightly increased human buildable health in general
* Increased armoury and turret health a wee bit more significantly
* Classes which suicide/teamkill don't get taken into account for credit anymore
* Reduced chaingun damage slightly
* Increased angular speed of turrets
|
|
* Possibly fixed human "you must be dead" spawning bug
|
|
* Other assorted changes
|
|
* Reduced range and repeat rate of chimera lightning
* Medistats now heal booster poison
* Hydra gas now requires a LOS to work
|
|
|
|
* 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
|
|
|
|
trigger_equipment, trigger_heal,
trigger_ammo, triggerable func_trains,
target_rumble, trigger_gravity
|
|
|
|
* Prevented selling ckit exploit
* Increased build times by about 50%
* Reduced effectiveness of teslagen
|
|
* Fixed some serious bugs in the spawn queue code
|
|
* Alien evolution is no longer allowed within range of humans
* Reduced human damage boost from 10% to 7%
* Reduced reactor base health to 1250
|
|
* Balance tweaks
* A load of other stuff I can't remember
|
|
* 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%
|
|
* Added code for reload binding
* Turrents now give up an out of range target
* Reactor cannot be used once destroyed
* Reduced effectiveness of acid tube, turret and hive
* Raised advanced build times
* Reduced overall alien damage slightly
* Raised mofo health (again)
* Raised dragoon projectile damage
|
|
* Spawn queues
|
|
* 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
|
|
|
|
* 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
|
|
* 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
|
|
* 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
|
|
* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
|
|
* Created a general buildable think function
* Fixed the post armoury weapon selection for real
* Balance tweaks
* A pile of other crap
|
|
* Decreased door trigger size again
* Creep is now triggered by s.time instead of events
* Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities
* Prevent sprinting if BUTTON_WALK is down
* Increased sprint drain rate
* Client spawning code unified with buildable validation code
* Spawns are now testing for validity before they are built
|
|
* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
|
|
* Adjusted chimera repeat rates a little
|
|
* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
|
|
* Fixed the broken buildables bug for real this time (fingers crossed)
* Disabled firing modes for destroyed buildables
|
|
* Dragoon pounce numbers fiddled a bit
|
|
* 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
|
|
* 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
|
|
* 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
|
|
* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
|
|
* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
|
|
* Removed SCA_CANJUMP and replaced with BG_FindJumpMagnitudeForClass
* Fixed bug where holding crouch on a non-crouching class distorted speed
|
|
* Muzzle effects are attached to tag_weapon where tag_flash is not available
* Handle particle effects properly with cg_drawGun 1
* Fixed some serious bugs in particle system that culled particle systems early
|
|
* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
|
|
* Added the server side stuff for the hive
|
|
|
|
* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
|
|
* Refactored and improved MG Turret AI
* DCC now increases speed of MG turrets and coordinates attacks
|
|
* Remaining MOD_s added
* Added WP_MGTURRET to split to mgturret from the rifle
* Buildable weapons now use weapon lights and flash sounds etc
* Fixed turret oscillation bug
|
|
* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
|
|
|
|
|
|
|
|
|
|
* Client side creep significantly reworked
* MinNormal is actually tested for now
* Overmind no longer attacks after dying
* Some internal hivemind->overmind confusion fixups
|