Age | Commit message (Collapse) | Author |
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* 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
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* 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
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* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
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* Created a general buildable think function
* Fixed the post armoury weapon selection for real
* Balance tweaks
* A pile of other crap
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* 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
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* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
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* Adjusted chimera repeat rates a little
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* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
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* Fixed the broken buildables bug for real this time (fingers crossed)
* Disabled firing modes for destroyed buildables
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* Dragoon pounce numbers fiddled a bit
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* 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
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* 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
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* 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
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* Fixed particle system destruction bug with muzzle systems
* Fixed armoury retriggering bug
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* Changed a few jump heights
* Added vote team kick
* Re-placed the voting notes
* Passed voting info to UI module
* Removed "spawnBody" command
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* Removed SCA_CANJUMP and replaced with BG_FindJumpMagnitudeForClass
* Fixed bug where holding crouch on a non-crouching class distorted speed
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* 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
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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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* Added the server side stuff for the hive
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* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
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* Refactored and improved MG Turret AI
* DCC now increases speed of MG turrets and coordinates attacks
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* 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
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* Chucked all that god awful knock over code
* Replaced sticky field in class with acceleration and friction
* A few other random tidy ups
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* Client side creep significantly reworked
* MinNormal is actually tested for now
* Overmind no longer attacks after dying
* Some internal hivemind->overmind confusion fixups
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* EV_NEXT_WEAPON event now only triggers on the correct client
* Creep slowdown totally reworked, it's now predicted and might actually work
* Listboxes now have their selection set to 0 whenever displayed
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* Changed Predictable events to regular events in g_cmds.c
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* Fixed bug where credits weren't blanked between team changes
* Flamer ejection point now a tag
* Jetpack ejection point now a tag + jetpack flash
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* Upgrade icons now use sensible names
* More cannon misspelling fixes
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* Various other media issues
* Light flare tweaks
* I can spell, no really I can... (canon->cannon)
* Other stuff I forgot
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* Adjusted relavant attributes
* Disabled bank
* Credits now non-volatile
* In stages where the advanced builder is allowed it is now available from the egg
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* Removed the code deprecated by the above change
* Fixed a typo in tremulous.h
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* Human weapons stronger
* Radically changed the alien evolution process
* Buy menu now only shows things you are able to buy
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* Removed extraneous debug info
* Jet pack much faster
* Blocked spawns now nonfunctional
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* Slowed down turrets
* Increased points value of aliens
* Hopefully fixed bank/armoury bugs (ps.persistant[] clamped to 16bits?)
* G_Printf( ); only prints in nondedicated mode
* Commented out annoying ClientUserinfo changed LogPrintf
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* Changes to viewheights, BBOXes and FOVs
* Added some code to nudge the spawn origin of an infest spawning alien
* Infesting view now traces to find position
* Some changes to weapon ranges
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* Rifle and Ckit now free (d'oh)
* Changes to zap client side effects
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* Random balance tweaks
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* Couple of balance values tweaked
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* Sorted out hud selection code
* Wall walk smoothes now performed in the correct order (d'oh)
* Fixed bug involving human credit
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* Tiny amount of balancing
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* Fixed a bunch of SIG_SEGV bugs
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* Crosshair per weapon
* Added dlight to flame balls - bit of a performance hit
* Tweaked flamer repeat rate
* Fixed human buildable explosion sound (FIXME: sync with anims?)
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