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2004-02-27* Spawns can no longer spawn clients without delayTim Angus
* Spawn queues
2004-02-14* Fixed vieworg leaving PVS on death for classes with small BBOXTim Angus
* Medistat now only heals one at a time * Alien blood never red now * Scaled down build points, hud now shows actual value * Added a "width" parameter to every melee attack * Added "sell weapons" and "sell upgrades" commands * Reduced pulse rifle strength a bit
2004-02-13* Jetpack is disabled with no reactor presentTim Angus
2004-02-08* Fixed dropping off the ceiling as a wall walkerTim Angus
* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
2004-02-07* Fixed a wall walking bug (DEAR GOD WHEN WILL IT END)Tim Angus
* Shadow is now rendered on walls as well as the ground * Buildables are now vulnerable in the prebuild stage * Alien buildables take longer to build * A bunch of other stuff
2004-02-01* Added an extra sanity check to evolution tracing after a "void" reportTim Angus
* Commented out telefrag code.. hopefully won't lead to stuck clients * Raised the human item price ramp whilst slackening the alien value ramp * Aliens now have a hard limit of 9 frags and humans 2000 credits
2004-01-31* Stage thresholds aren't reset to 15 and 30 nowTim Angus
* Stage changes now occur based on team players rather than global players
2004-01-31* lcannon blast radius is more saneTim Angus
* Decreased the health of the mofo and increased the health of the other classes * Decreased the worth of alien classes slightly * Removed health/stage modifying code (that never worked in the first place) * Fixed evolve event being triggered for ceiling eggs
2004-01-30* Rethought custom footsteps a bit -- now includes clunk soundsTim Angus
* Hydra can no longer grab someone with a battlesuit
2004-01-30* Wall walking models now smoothly move over transitionsTim Angus
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
2004-01-25* Fixed two serious particle system bugsTim Angus
* Created a general buildable think function * Fixed the post armoury weapon selection for real * Balance tweaks * A pile of other crap
2004-01-22* Particle system should complain less if it can't find a specific systemTim Angus
* Reduced size of misc_particle_system entity in entities.def * Added prebuild sounds for the buildables
2004-01-21* Improved robustness of the particle system, hopefully resulting in fewerTim Angus
floating pointers * Moved adding particles to after adding the player weapon so that the muzzle particle systems match up properly
2004-01-21* (Experimental) fix for a remaining broken buildable bugTim Angus
* Decreased door trigger size again * Creep is now triggered by s.time instead of events * Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities * Prevent sprinting if BUTTON_WALK is down * Increased sprint drain rate * Client spawning code unified with buildable validation code * Spawns are now testing for validity before they are built
2004-01-20* Changed taunt animation handling on nonseg modelsTim Angus
* Fixed yaw swing bug on wall walking models * Added cg_drawBBOX to... draw BBOXes
2004-01-19* Forced a weapon change when buying a weaponTim Angus
* Implemented dynamic stage boundaries * A shedload of balance tweaks * Inevitably other stuff that I've forgotten whilst SF CVS has been down
2004-01-16* Fixed absence of weapon flash effects with no flash modelTim Angus
* Adjusted chimera repeat rates a little
2004-01-15* Reduced FALLING_THRESHOLD slightlyTim Angus
* Fixed (id) bug in pmove that prevented the jump animation being triggered * Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
2004-01-15* Fixed physics bug where movers would displace buildablesTim Angus
* Light flares are now occluded by the player in 3rd person mode * Setting s_initsound 0 no longer causes the weapon.cfg loader to complain * Limited viewangles to +/-90 degrees when grabbed
2004-01-14* Fixed the bug where trem menus were ineffectualTim Angus
* Rewroted the hovel block testing code to be cleaner and work better
2004-01-13* Changed charge feedback and timing a bitTim Angus
* First frame of the buildable is now set before the construction animation * Fixed a secondary buildable animation bug
2004-01-13* Reduced strength of teslagenTim Angus
* Fixed the broken buildables bug for real this time (fingers crossed) * Disabled firing modes for destroyed buildables
2004-01-12* Charge no longer works backwardsTim Angus
* Dragoon pounce numbers fiddled a bit
2004-01-12* Poison now does 30 damage maxTim Angus
* Crosshair names (re)implemented * Mofo attack anims randomised * Mofo charge anim triggered * Switched the order of the spawn menus * Stamina no longer interferes with the jet pack
2004-01-11* Sorted out hydra gas screwupsTim Angus
* Synced MOD_ and EV_ lists * Removed "devmap" command from map rotation system * Increased soldier bite damage to 50 * Reduced price of light armour to 70 * Added visibility tests to the hive and acid tube * Some other stuff
2004-01-09* Custom footsteps and disabled footsteps added to animation.cfg parseageTim Angus
* bobup now obeys class bob field * Bob cycles altered a bit
2004-01-08* Negative angles now allowed in particle rotationsTim Angus
2004-01-07* Moved slowblob to advanced builderTim Angus
* Dragoon now has linear projectile attack * Hopefully fixed bug where muzzle particle systems weren't properly destroyed * Base Chimera no longer has electrical attack * Jet pack now "malfunctions" when the user takes damage
2004-01-05* Added shotgunTim Angus
* Fixed particle system destruction bug with muzzle systems * Fixed armoury retriggering bug
2004-01-04* Rather serious remote client particle system bug fixedTim Angus
* Buildable overrides now actually work * Helmet is now a skin replacement instead of model * Model destinations fixed up in the entities.def file
2004-01-02* Conditionals in the map rotation now workTim Angus
* Voting for "nextmap" plays nice with old and new map rotation systems
2003-12-24* Added a creep projection under a locked humanTim Angus
* Removed some debug messages * Severely cut down on static memory usage (130Mb)
2003-12-21* Added a means of overriding class and buildable media settings via cfg fileTim Angus
* View locking works again * Trapper projectile is displayed properly
2003-12-11* Upped *.particle file size limit to 32kbTim Angus
(never thought that would be an issue :) * Added "bounce cull" to particle syntax
2003-12-02* Changes for OverFlow's mofo modelTim Angus
* Map rotation system
2003-11-19* Added g_maprotation.c to the MakefileTim Angus
* (Experimental) fix for the broken buildables bug * Fixed selling active jetpack bug * Fixed usable buildable appearing for opposing teams buildables
2003-10-16* Added EV_FALLING to trigger the *falling1.wav soundTim Angus
2003-10-12* Added misc_particle_system entityTim Angus
* 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
2003-10-10* Wall jumping for chimeraTim Angus
* Changed a few jump heights * Added vote team kick * Re-placed the voting notes * Passed voting info to UI module * Removed "spawnBody" command
2003-10-04* Switched Dragoon and Chimera in preparation for wall jumpingTim Angus
* Removed SCA_CANJUMP and replaced with BG_FindJumpMagnitudeForClass * Fixed bug where holding crouch on a non-crouching class distorted speed
2003-10-03* Fixed wall walking bugs evident on starirs2Tim Angus
2003-10-03* Added disableIn3rdPerson to weapon.cfg to handle alien weapons more elegantlyTim Angus
* 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
2003-10-01* bobCycle added to classAttributes_tTim Angus
2003-10-01* Buildables now have an explosion soundTim Angus
* Added some sanity checks to the particle system * Bug fixes
2003-09-30* Particles are now depth sortedTim Angus
2003-09-30* Human and alien buildable destructions are now particle system poweredTim Angus
* Acid tube effect is now particle system powered * Disabled hitSound * Sound other random tidyups
2003-09-28* Buildable damage effects are now particle system poweredTim Angus
2003-09-28* Jetpack now uses new particle systemTim Angus
2003-09-27* weapon.cfg files changed a bit to include sections for alternate fire modesTim Angus
* 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
2003-09-24* Impact and muzzle flashes now use new particle systemTim Angus
* Hitscan weapons now use more generalised impact events * Added functions that are called when an entity leaves and enters the PVS