Age | Commit message (Collapse) | Author |
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* (Experimental) fix for the broken buildables bug
* Fixed selling active jetpack bug
* Fixed usable buildable appearing for opposing teams buildables
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* Fixed depth sorting to sort in the correct direction
* Particle system PVS garbage collection improved
* cent validity is now computed before adding cents to scene
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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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* 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
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* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
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* Changes to Makefile and depend file for above
* Tweaks to entities.def
* Apparently a bunch of other stuff I've forgotten about
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* Added the server side stuff for the hive
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* Removed a bunch of entities not applicable to Tremulous
* Wrote an entities.def file for Tremulous (ugh gak horrible syntax)
* Updated depend file
* Various other small tweaks here and there
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http://www.planetquake.com/code3arena/tutorials/tutorial29.shtml
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* All upgrades are deactivated upon death now
* Bodies no longer dtf but have their model origins matched with the player
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* Usable buildable icon is only displayed on reactors and repeaters if you have
an energy weapon
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* Removed unnecessary enitity relinks in g_buildable.c
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prevented via shader
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* Added fallDamage to class database
* Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
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weirdness -- but how did it ever compile?!
* Minor tidy ups to model loading stuff
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* Removed defering stuff from model loader
* Modified CG_ScanForExistingClientInfo to load from corpseinfo
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* Buildable weapons now have their effects properly applied
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* Refactored and improved MG Turret AI
* DCC now increases speed of MG turrets and coordinates attacks
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* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
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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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hindsight) and replaced with an entityState_t based approach
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* Added logging MOD_s
* Exchanged ping and PB columns in server join menu
* Removed debug spraff from server browser
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* Made the jetpack client effect a little less spurious
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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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* Fixed buildable outline bug
* Scoreboard now longer shown on death
* Buildable kills no longer subtract 1 from score
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* Creep grows in accordance to buildTime
* Construction animation doesn't start until the end of buildTime
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* A few cleanups here and there
* Bye bye cg_creep.c
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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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