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2013-01-03* Prevent changing names while mutedChristopher Schwarz
2013-01-03* Fix for building spawns over marked buildables (fixes #14)Roman Tetelman
* Ignore marked buildables that the spawn will replace when checking for anything that will block it.
2013-01-03* humans can no longer bunny hop right after dodgingRoman Tetelman
2013-01-03* Move some server commands into game and refactor game commandsM. Kristall
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* (bug 3607) Hopefully fix the remaining hovel issuesM. Kristall
2013-01-03* Fix dead cameraChristopher Schwarz
* Partially fix thirdpersonpitchfollow so you shouldn't get stuck anymore, but you can still get angle wrapping
2013-01-03* Remove cvars unused after revision 1143M. Kristall
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* Print the real, current server time at start of games.log so real times ↵Christopher Schwarz
can actually be obtained from the logs via offsetting instead of only having game times (thanks Pierre)
2013-01-03* make all buildables worth 0 credits/fragsRoman Tetelman
2013-01-03* Add Undeference's say_area commandChristopher Schwarz
* For now, the range of this is adjustable with g_sayAreaRange. This is temporary to help us to choose a range for Undeference to use when he commits this to Tremulous trunk
2013-01-03* redo hovel removal in a way that doesn't break log parsers (reported by msk)Roman Tetelman
2013-01-03* Add SD votes (closes #11)Christopher Schwarz
* Add g_suddenDeath that can be changed back and forth (0 | 1) by console whenever. This is necessary to create the vote type. * Votes require at least g_suddenDeathVotePercent percent to pass (default 74) * Set g_suddenDeathVotePercent 0 to disable SD votes entirely * g_suddenDeathVoteDelay (default 180) controls how much delay should occur between the vote's passing and entering SD. This is designed to make it harder to pass SD votes at opportune times.
2013-01-03Only regenerate health while aliveBen Millwood
2013-01-03Removing some unused variables and functionsBen Millwood
2013-01-03Smooth regenerationBen Millwood
A regen rate of 4 hp/s now means you regenerate one health point every quarter of a second (fixes #28)
2013-01-03* Change EXEC_NOW to EXEC_APPENDM. Kristall
* Remove cvar based banning in favor of admin system
2013-01-03* Revert 89f3c2786ab64bef0213aa97481b39ec4d68884a. so it won't conflict with...Roman Tetelman
2013-01-03Fix dragoon barb display on widescreenBen Millwood
2013-01-03* Bring back g_maxGameClients (thanks kevlarman)M. Kristall
2013-01-03* release build points from structures killed by deconstructed eggs instantlyRoman Tetelman
2013-01-03* fix for not being able to sell ckit while repairing (fixes #21)Roman Tetelman
2013-01-03* Make medistation remove poison from all players that come in contact with itRoman Tetelman
not just the one who is being healed (fixes #19)
2013-01-03* remove hovel (fixes #26) (todo: go back and actually remove the code)Roman Tetelman
2013-01-03Simplifications in generate-diff.shBen Millwood
* use git svn find-rev to get upstream revision rather than multi-pipe shell commmand * revert unnecessary changes to src, and hence replace 'src/cgame src/game ...' with just 'src/' in the diff command
2013-01-03* it's no longer possible to callteamvote admitdefeat after having passedRoman Tetelman
said vote (fixes #15)
2013-01-03* fix for stamina sometimes being drained when sprinting and walking atRoman Tetelman
the same time (fixes #8)
2013-01-03* Reduced pounce range 64->54Asa Kravets
* Reduce upgraded pounce range to regular + 6 instead of 8 (the model size difference is 6, not 8) * Introduced upgraded goon pounce range (regular goon range + 6) * Increased hive health 125->175
2013-01-03I am a proper noob.Ben Millwood
2013-01-03BP Queuing systemBen Millwood
* Remove humanBuildPointsPowered as it isn't used nor is it likely to be * Ensure that alien buildables no longer count for BP after they exploded * Don't restore the BP for a destroyed building as soon as it is destroyed - instead, add them to a global queue and restore them slowly, as determined by g_<team>BuildQueueTime * Remove G_IsOvermindBuilt in favour of level.overmindPresent which did pretty much the same thing This resolves issue #6
2013-01-03* shut up annoying noise when aiming ckit on build timer at damaged buildablesRoman Tetelman
2013-01-03* fix compiler warningRoman Tetelman
* remove reference to holding +button5 to repair in tutorial text
2013-01-03* ckit repairs automatically without having to press mouse2 (fixes issue #3)Roman Tetelman
2013-01-03* Revert stagedowns (fixes #2)Roman Tetelman
2013-01-03* allow repeaters to be built in range of the reactor (but not other repeaters)Roman Tetelman
2013-01-03* fix a race condition that causes a team to lose two stages instead of one ↵Roman Tetelman
(hopefully)
2013-01-03* fix for location not updating while following a player (reported by ↵Roman Tetelman
megatog615) * dead buildables no longer bleed
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* aliens were getting the wrong hitsound when attacking human buildablesRoman Tetelman
2013-01-03* Fix out of bounds errorM. Kristall
2013-01-03* Fix a minor oops in thirdperson pitch angle clamping code.Christopher Schwarz
2013-01-03* More thirdperson follow and shoulder-cam stuff:Christopher Schwarz
+ Totally redo all the shoulder view positions + Change cg_thirdPersonShoulderView -> cg_thirdPersonShoulderViewMode and give it new behaviors - 0: always use regular third person view - 1: use regular third person view but go to shoulder during wallwalk (default) - 2: always use shoulder view + Following of the player's pitch (in both modes) is disabled but can be reenabled using cg_thirdPersonPitchFollow 1 - This cvar is intended to be temporary. One way or the other will be kept for trunk. + Unbreak regular third person view during wallwalk (I still don't like the way it looks though) + Add a set of temporary cvars for tweaking shoulder view positions for each class - cg_shoulderViewOverride 1 will activate the following cvars and ignore the hard-coded positions - cg_shoulderViewUp cg_shoulderViewRight cg_shoulderViewForward then offset the views instead - These four cvars will not go to trunk. They are so that people can easily test different viewpoints (to be hardcoded) and suggest them to me during this testing phase.
2013-01-03* Remove another pointless va()M. Kristall
* g_adminNameProtect is now properly disabled when 0 * Do not remove admins with negative levels (if any such levels exist) * Fix admin level name alignment in !listplayers and !listadmins * Fix some !showbans regressions + !showbans -1 was showing the last two bans + !showbans -1 was not working with only 1 ban * Fix a ptr error message
2013-01-03* Fix compiler warning about G_FindOvermindBen Millwood
* Random fixes/rearrangements in deconstruct and PM_Weapon * Merge tremulous r1137 - noclipping specs - other noclip stuff - fix ammo check - maprotation fixes - no taunting when dead - code-level crap
2013-01-03* Allow boosters to give poison within the first 30 seconds of the gameBen Millwood
* Allow /noclip and /where to be used by spectators * Allow /noclip and /setviewpos to be used by specs even when cheats are off * Run PM_Weapon and set view height while noclipping * Make player speed while spectating or noclipping configurable via cg_flySpeed * Remove requirement for cgame's cvartable to have a non-null vmCvar pointer * Make PM_Paralyzed a macro and add a similar category, PM_Live * Stop dretches from biting dead buildings
2013-01-03* Add spec yaw tracking to shoulder camChristopher Schwarz
* Remove spec pitch tracking from case cam (until bugs it results in are fixed)
2013-01-03* Almost completely redo the meat of the thirdperson spec code againChristopher Schwarz
* Create a shoulder-cam mode that replaces thirdperson when you have cg_thirdPersonShoulderView 1 * Automatically switch to shoulder view when following someone wallwalking
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* Fix the thirdperson view that automatically occurs when dead (still has ↵Christopher Schwarz
the same shortcomings that it has in trunk though)