Age | Commit message (Collapse) | Author |
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Based partly on patch by Zack Middleton - Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename - Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
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FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer - Improve voip target parsing on top of Ben Millwood's patch - Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance) (#4467) - Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency - Protocol version incremented to 71
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Middleton
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etc., patch by linux@youmustbejoking.demon.co.uk and Zack Middleton
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Have Com_sprintf return string length - add STR_LEN macro for static strings
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Show other players' railgun color and their firetime state.
Show snapshot client's color on world item models of railgun.
Fix the impact mark using color2 (spiral) rather than color1 (beam).
Credits go to Ensiform and Harekiet for the refire portion.
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replace some whitespace with tabs in snapvector.c - Give gcc a bit more freedom in choice of registers
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in ftola.c must have type long, not int
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mode - Clean up ftol()/snapvector() mess - Make use of SSE instructions for ftol()/snapvector() if available - move ftol/snapvector pure assembler to inline assembler, this will add x86_64 and improve support for different calling conventions - Set FPU control word at program startup to get consistent behaviour on all platforms
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strrchr() to bg_lib.c, patch by DevHC
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Turner (#4981)
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Reverted change from (#4972) and implemented the other suggestion to be consistent with cl_cgame.c and cl_ui.c
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will defend ioquake3 against http://aluigi.altervista.org/papers/q3noclient.txt (#3041) - Retains full compatibility to the old but unsecure protocol between clients and servers - Harden the connection process against DoS attacks, possibly connected to UDP spoofing
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* Remove some redundant code
* Make an error non-fatal
* Formatting fixes
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that even with this change it is still possible to spam taunt sounds on the client end due to mispredicts. However, others will not hear/see them. (Thanks kevlarman, Cadynum)
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* Restore /ignore functionality to a couple message types I forgot (Undeference)
* Fix some color bleeds on names (Rezyn)
* Fix an uninitialized buffer in featured labels (Rezyn)
* Apply team colors to only the letter and not the brackets too, in cg_chatteamprefix (Undeference)
* Default cg_drawcrosshairs 2, crosshairs for everything (kevlarman)
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* Support parsing /say_area out of /say
* General cleanups/refactors to messaging code
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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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* Remove outdated refrence to the "boost" command
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the server and cl_allowDownload=0. (bug 3038) (Risujin, kevlarman)
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+button8)
* hold the sprint key to move faster
* FIXME: remove references to SS_SPEEDBOOST and cg_alwayssprint
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BG_(Un)PackEntityNumbers
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* Remove version determining code from makefile since it has to walk 300
revisions every compile and produces incorrect results anyway
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to be a red herring
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* Merging some fixes from mgdev, courtesy of Michael "Risujin" Levin:
- Ensure SnapVector always snaps downwards, rather than always towards 0
- Don't send score information that won't be displayed
- /give poison as a human poisons rather than boosting
* Remove some trailing whitespace
* Remove some useless intermediate variables in cg_draw.c
* Ammo/clips/build timer display depends on primary weapon rather than equipped
- (this also fixes bug 3837)
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their own attacks only
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* Some inconsequential tremsvn-diff-reduction
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* make SnapVector definition more msvc friendly
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* A (perhaps) finally fixed Item_Text_Wrap
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+ IPv6
+ VoIP
+ Stereo rendering
+ Other minor stuff
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/emoticons/dretch.tga inline with text)
* emoticons are square .tga images placed in the /emoticons dir of fs_game
* emoticons should probably be 64x64 to look nice
* g_emoticonsAllowedInNames (default ON) is an optional server setting to
prevent players from using them in names
* emoticons can be escaped by prefixing with an additional [
* cvars ui_emoticons and cg_emoticons can be set to 0 to disable drawing
of emoticons in ui or cgame contexts respectively
* fix color code continuation on wrapped lines
* prefix all wrapped lines with a space to prevent chat shenanigans
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code. Turns out the server sends player positions snapped to whole integers. The bandwidth-saving effects of doing this are dubious as players tend to move continuously and thus new positions will be sent out every frame anyway. The real effect of this is that the client will mispredict whenever it comes into contact with another player. Also, as part of the tinkering I removed some code from the wallwalking function that should have stayed put, I have added it back in. This commit also fixes the "jittery bouncing while sitting on top of another player" glitch.
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expected!
* Armour and local damage processing merged
* Armour and local damage scripts now accept a "name" parameter for
debug output
* Norfenstein's non-locational damage formula now perfectly implemented
-- there are restrictions! There can only be ONE layer of armour and all
locational damage region files must cover the entire body and cannot
overlap!
* Turning on g_debugDamage to 2 or 3 provides additional information on
how the damage modifier was calculated
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