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2003-03-23* Serverside menu triggering now uses server commands for increased reliabilityTim Angus
* Finished code support for new armoury menu
2003-03-22* Code support for the new armoury menuTim Angus
2003-03-21* Eggs regenerate fasterTim Angus
* Human weapons stronger * Radically changed the alien evolution process * Buy menu now only shows things you are able to buy
2003-03-20* Fixed corpse death pose bugTim Angus
* Removed extraneous debug info * Jet pack much faster * Blocked spawns now nonfunctional
2003-02-27* Locational damage and armour actually work nowTim Angus
* Ownerdrawn helmet, which was strangely not committed first time round
2003-02-23* Fixed mutually recursive mine loopTim Angus
2003-02-23* Aliens should now bleed greenTim Angus
* Added debug logging for the "Cannot build item" bug
2003-02-22* Reset stages on map loadTim Angus
2003-02-22* Removed "You fragged x" messageTim Angus
* 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
2003-02-18* Removed debug outputTim Angus
2003-02-17* dbuild -> abuildTim Angus
2003-02-17* Aliens no longer employ weapon modelsTim Angus
* Different attack animations triggered for primary, secondary etc..
2003-02-14* Fixed the huge gaping bugs in the battlesuit model switchingTim Angus
* Patch before this introduced nearby object for corpses
2003-02-14* Model precaching moved entirely to the client sideTim Angus
* Armour skins and battlesuit/helmet models now used
2003-02-11* All nonsegemented model animations now triggered with the exception of ↵Tim Angus
PAIN[12] * Makefile altered to define __GAME__, __CGAME__ and __UI__
2003-02-11* Death animations now play correctly for nonsegmented modelsTim Angus
* Nonesgmented corpses now render properly
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
* G_Printf now outputs to the TA UI console as well as the regular one * Light flares now have an extra test to fix the "seeing through thin brushes" bug
2003-02-06* Added some (slightly hacky) code to allow spectators to skip manually ↵Tim Angus
triggered doors
2003-02-03* Fix to SCA_NOFOOTSTEPSTim Angus
2003-02-03* Makefile edit to include menudef.h in ctagsTim Angus
* Added ownerdraw to display a graphic when a usable buildable is nearby * Converted alien sense and human scanner to ownerdraws
2003-01-27* Fixed a stupid HUD bugTim Angus
* 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
2003-01-26* cg_lagometer defaults to 0Tim Angus
* Rifle and Ckit now free (d'oh) * Changes to zap client side effects
2003-01-25* Door/Plat/Button sounds configurable nowTim Angus
2003-01-25* Random bug fixesTim Angus
* Random balance tweaks
2002-12-18* BBOX edits on buildablesTim Angus
* Couple of balance values tweaked
2002-12-02* Bounding box fiddlesTim Angus
* Added a small radius search to the use action * Fixed a couple of crash bugs
2002-11-30* Various additions for the latest human hudTim Angus
2002-11-18* Tweakage of valuesTim Angus
* Sorted out hud selection code * Wall walk smoothes now performed in the correct order (d'oh) * Fixed bug involving human credit
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
* Tiny amount of balancing
2002-10-23* Improved performance of real fading light flaresTim Angus
* Added timed light flares and cg_ to switch between flare types
2002-10-22* 1.32 point release updateTim Angus
2002-10-19* Removed supposed improvements to key parsing code :)Tim Angus
2002-10-11* Alien staging health modificationTim Angus
* Fixed a bunch of SIG_SEGV bugs
2002-09-23* Fixed build timer bugTim Angus
* 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?)
2002-09-23* Various changes for Jex's new hudTim Angus
2002-09-19* Cleaned up redundant eventsTim Angus
* Fixed "buildable blocking door" bug * Renamed MCU to Armoury * A few whitespace fixes
2002-09-18* Added damage particle effects for the buildablesTim Angus
* Snarfed some info about trap_FS_Seek from TTimo and updated .asm files * Rewrote wav writer in mp3 decoder to use file seeking - massive improvement * Changed a few bounding box sizes * Fiddled with tremulous.h
2002-09-16* Added global header tremulous.h in preparation for balancingTim Angus
* Constants propogated throughout the source * Various random fixes and tweaks
2002-09-10* Cleanup of cg_local.h and side-effectsTim Angus
2002-09-09* General tidy up and beautification of codeTim Angus
* Removal of most of the legacy Q3A stuff * Cursor no longer displayed on load screen * (Biggest commit EVAR?)
2002-09-07* Various random stuffTim Angus
2002-09-03* Large purge of legacy Q3A codeTim Angus
* Removed Q3A team system * Removed "gametype" stuff * Removed items * Refactored buildable physics * Other general cleanups
2002-09-02* Bug fixes to TA consoleTim Angus
* Implemented most of WP_GROUD_POUND
2002-08-28* Poison cloud WP_GRAB_CLAW_UPG server and client sideTim Angus
* Bug fixes to new wall walking code * Removed synced weapons * A few random bug fixes * Refactored and improved CG_LaunchSprite a little