summaryrefslogtreecommitdiff
path: root/src/game
AgeCommit message (Expand)Author
2003-08-05* Added sanity checks to spawn code to (hopefully) prevent that "really bizar...Tim Angus
2003-08-03* Disable shootable doorsTim Angus
2003-08-03* Weapons dropped when reloadingTim Angus
2003-08-02* Fixed bug with blank upgrade menu when no upgrade possibleTim Angus
2003-08-02* Merged chest and limb armour into "light armour"Tim Angus
2003-08-01* Jetpack media codeTim Angus
2003-07-05* Hopefully eliminated all the BG_Find... fallthroughs for the classesTim Angus
2003-06-16* Exchanged Dragoon and Hydra to better fit the modelsTim Angus
2003-06-13* Code support for the "new" hudsTim Angus
2003-03-29* Rewrote the weapon loader to reference a set of weapon.cfg filesTim Angus
2003-03-27* Light flares are now culled based on a new key "mindist" - minimum distanceTim Angus
2003-03-24* Fixed a bug where aliens are assumed to have an extra killTim Angus
2003-03-24* Changed the displacement the Q3A spectator-door-skipping code usesTim Angus
2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
2003-03-22* Code support for the new armoury menuTim Angus
2003-03-21* Eggs regenerate fasterTim Angus
2003-03-20* Fixed corpse death pose bugTim Angus
2003-02-27* Locational damage and armour actually work nowTim Angus
2003-02-23* Fixed mutually recursive mine loopTim Angus
2003-02-23* Aliens should now bleed greenTim Angus
2003-02-22* Reset stages on map loadTim Angus
2003-02-22* Removed "You fragged x" messageTim Angus
2003-02-18* Removed debug outputTim Angus
2003-02-17* dbuild -> abuildTim Angus
2003-02-17* Aliens no longer employ weapon modelsTim Angus
2003-02-14* Fixed the huge gaping bugs in the battlesuit model switchingTim Angus
2003-02-14* Model precaching moved entirely to the client sideTim Angus
2003-02-11* All nonsegemented model animations now triggered with the exception of PAIN...Tim Angus
2003-02-11* Death animations now play correctly for nonsegmented modelsTim Angus
2003-02-10* Chimera now uses "prowl" modelTim Angus
2003-02-10* Nonsegemented model system now animated - partiallyTim Angus
2003-02-09* More work on the alternative model format. Model now in game, sans animationsTim Angus
2003-02-09* Started construction of a new model format, similar to Q2'sTim Angus
2003-02-08* Hacked up vsprintf to support vec3_tTim Angus
2003-02-08* Added utility function CG_DrawBoundingBox to um.. draw bounding boxesTim Angus
2003-02-06* Added some (slightly hacky) code to allow spectators to skip manually trigg...Tim Angus
2003-02-03* Fix to SCA_NOFOOTSTEPSTim Angus
2003-02-03* Makefile edit to include menudef.h in ctagsTim Angus
2003-01-27* Fixed a stupid HUD bugTim Angus
2003-01-26* cg_lagometer defaults to 0Tim Angus
2003-01-25* Door/Plat/Button sounds configurable nowTim Angus
2003-01-25* Random bug fixesTim Angus
2002-12-18* BBOX edits on buildablesTim Angus
2002-12-02* Bounding box fiddlesTim Angus
2002-11-30* Various additions for the latest human hudTim Angus
2002-11-18* Tweakage of valuesTim Angus
2002-11-16* Tidy ups and bug fixes in preparation for an alphaTim Angus
2002-11-10* Fixed the ordering of buildable struct membersTim Angus
2002-10-23* Improved performance of real fading light flaresTim Angus
2002-10-22* 1.32 point release updateTim Angus