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2013-01-03* Indent wrapped chat lines to avoid potential imitation exploitsTim Angus
2013-01-03* Merge ioq3-r1715Tim Angus
2013-01-03* Properly hash % againM. Kristall
2013-01-03* Merge ioq3-r1708Tim Angus
2013-01-03* Stamina changes/fixes (kevlarman)Christopher Schwarz
- Restore blacking out when you run out of stamina - Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not - Walk overrides sprint, by popular demand - Modify the stamina "bolt" to better differentiate between states - Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!) * When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman)
2013-01-03* (bug 4311) Print file locations of relevant items to simplify ↵Christopher Schwarz
troubleshooting (Amanieu)
2013-01-03* Fix mispredicts in previous commit (taunt timer) by actually transmitting ↵Christopher Schwarz
the value like it should be. Thanks Ensiform.
2013-01-03* (bug 3961) Fix the taunt delay to no longer be cancelled by jumping. Note ↵Christopher Schwarz
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)
2013-01-03* (bug #3705) Collision bugfix/optimisation from Tr3BTim Angus
2013-01-03* Various small style fixes/corrections/changes (Undeference, Timbo, benmachine)Christopher Schwarz
* 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)
2013-01-03* (bug 4306) Fix display formatting between different types of chat textChristopher Schwarz
* Support parsing /say_area out of /say * General cleanups/refactors to messaging code
2013-01-03* Fix cross-compiling (early merge from ioq3 r1667)Christopher Schwarz
* Prevent crash when using % in chats, caused by r1784 (Ensiform, Rezyn) * Change default hud color of location text to white, so it doesn't mess up color schemes of maps that have such things on their location ents
2013-01-03* Merge ioq3-r1666Tim Angus
2013-01-03* (bug 4295) Add an option to view Tremulous news to the main menuChristopher Schwarz
2013-01-03* (bug 3998) linewrap cp, parse newlines in cp and motdChristopher Schwarz
2013-01-03* (bug #3836) Add [SV|trap]_SetConfigstringRestrictions which prevents someTim Angus
clients receiving a config string * Move BG_ClientList* to Com_ClientList* * Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
2013-01-03* (bug 3237) Black colour redefined to grey (benmachine)Christopher Schwarz
2013-01-03* Remove tell, tell_target, tell_attacker. Depreciated by /mChristopher Schwarz
* Remove outdated refrence to the "boost" command
2013-01-03* Reduce generic1 to 10 bitsTim Angus
* Remove buildable health scaling/masking stuff; 10 bits is plenty now * Potentially fix bug where many PVS entering buildables would inappropriately make damaged sounds
2013-01-03* Merge ioq3-r1637Tim Angus
2013-01-03* Support enum { ITEM, ITEM2 = 100, ITEM3 }; in menu parsersBen Millwood
* Use these enums in ui/menudef.h define lists * Fix a few inaccurate comments in ui/menudef.h
2013-01-03* Fix a parser bug relating to whitespace at the end of scriptsBen Millwood
2013-01-03* Automatically prompt the user for what to do when files are needed from ↵Christopher Schwarz
the server and cl_allowDownload=0. (bug 3038) (Risujin, kevlarman)
2013-01-03* separate dodge and sprint onto their own keys (dodge +button6, sprint ↵Roman Tetelman
+button8) * hold the sprint key to move faster * FIXME: remove references to SS_SPEEDBOOST and cg_alwayssprint
2013-01-03* Replace BG_(Un)PackZapTargets with more generic and less muddled ↵Tim Angus
BG_(Un)PackEntityNumbers
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* Cleanup info_validate function and enforce that connecting clients must ↵Christopher Schwarz
pass it (with thanks to Byron Johnson)
2013-01-03* make zap display targets beyond 3 and general zap cleanupRoman Tetelman
* Remove version determining code from makefile since it has to walk 300 revisions every compile and produces incorrect results anyway
2013-01-03* Merge ioq3-r1498, by popular demandTim Angus
2013-01-03* (bug 3416) Overlapping strings with strcpy (thanks Jacques Boscq)M. Kristall
* (bug 3576) Allow % since people promise it is safe (/dev/humancontroller)
2013-01-03* Mostly revert my change to SnapVector, since the bug it fixed turned outBen Millwood
to be a red herring
2013-01-03* Don't play EV_FALL_FAR sound if deadBen Millwood
* 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)
2013-01-03* Remove SS_INFESTING and PM_SPINTERMISSION since they were not usedBen Millwood
* Merge SS_WALLCLIMBINGCEILING and EF_WALLCLIMBCEILING * Remove ui_emoticons, using the value of cg_emoticons for both contexts. * Add PM_Paralyzed() to get rid of all the silly >= PM_DEAD comparisons * Don't allow players to taunt while dead * Fix full ammo check in reload (oops) * Fiddle with bg_lib.h _MAX/_MIN defines, fix min(), add [u]intX_t typedefs * Remove non-functional cgame command (thanks Amanieu for spotting)
2013-01-03 * Add BG_EventName and use it to simplify a series of debugging messagesBen Millwood
* Correct crouch check in ClientTimerActions * Ensure animation togglebit on buildables is only used once per frame (bug 3377) * Make G_FloodLimited more robust and with a pointlessly informative return value * Add a brief comment to the G_SayArg* functions to explain their purpose, which wasn't at all clear to me until I experimented with them * Remove more redundant va()s * Remove an unused variable and associated functions that were causing a compiler warning
2013-01-03* Merge ioq3-r1464Tim Angus
* Use WM cursor when running windowed and UI module has input
2013-01-03* Merge ioq3-r1458Tim Angus
2013-01-03* add cg_unlagged to allow clients to disable backward reconcilliation for ↵Roman Tetelman
their own attacks only
2013-01-03 * Delete some obsolete files related to squadmarkingBen Millwood
* Some inconsequential tremsvn-diff-reduction
2013-01-03* marauder has a timeout after jumping before being able to walljump againRoman Tetelman
* make SnapVector definition more msvc friendly
2013-01-03 * Some SnapVector nonsenseBen Millwood
* A (perhaps) finally fixed Item_Text_Wrap
2013-01-03* Merge ioq3-r1423Tim Angus
+ IPv6 + VoIP + Stereo rendering + Other minor stuff
2013-01-03* UI_Text_* emoticon drawing support (e.g. [dretch] draws Tony J. White
/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
2013-01-03* don't call COM_Compress() on scripts stored in memory. This causesTony J. White
incorrect line numbers to be reported.
2013-01-03* SCIPTTim Angus
2013-01-03* Merge ioq3-r1272Tim Angus
2013-01-03* First person weapon animationTim Angus
2013-01-03Improving an error message, which should help diagnose its cause a little.Ben Millwood
2013-01-03* Merge ioq3-r1248Tim Angus
2013-01-03Finally figured out why players were so special in gimping the wallwalk ↵Michael Levin
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.
2013-01-03Fix compiling on OSXBen Millwood