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2017-03-09increase MAX_SAY_TEXT to 800/dev/humancontroller
2017-03-09implement setdevmode: an admin command to switch developer mode on or off/dev/humancontroller
2017-03-09also use configstring #CS_LOCATIONS+0 for storing location names/dev/humancontroller
includes some refactoring
2017-03-09remove a redundant condition/dev/humancontroller
2017-03-09remove redundant code/dev/humancontroller
2017-03-09remove some '\n's from strings passed to error calls/dev/humancontroller
2017-03-09clamp funds at +-30000, not SHRT_MIN/MAX/dev/humancontroller
2017-03-09never pass a NULL ent to G_UseTargets()/dev/humancontroller
2017-03-09refactor stuff/dev/humancontroller
2017-03-09use more standard date notations/dev/humancontroller
2017-03-09use standard time representation/dev/humancontroller
2017-03-09use MIN() instead of min()/dev/humancontroller
2017-03-09make strrchr() and strchr() standard-conformant/dev/humancontroller
2017-03-09remove trailing '\n' characters from error strings/dev/humancontroller
2017-03-09prep for size_t change from int to unsigned int/dev/humancontroller
2017-03-09use floatint_t/dev/humancontroller
2017-03-09class-specific landing bobbing amounts/dev/humancontroller
2017-03-09fix distortion of 2D acceleration/dev/humancontroller
2017-03-09make wrap caching a bit more secure/dev/humancontroller
2017-03-09implement the range marker functionality, use it to create buildable range ↵/dev/humancontroller
markers use the entity 64-bit client-masking extension when available
2017-03-09request a visual with at least 1 alpha bit: add r_alphabits, defaulting to 1/dev/humancontroller
this is required for binary shaders
2017-03-09fix noclipping players affecting other players/dev/humancontroller
notably, other players were able to stand on the "center" of a noclipped player set an r.contents value of 0 for noclipping clients, backing up the r.contents value in the new ent->client->cliprcontents field
2017-03-09improve the usability of noclip, notarget, give and godmode:/dev/humancontroller
- godmode protects against everything (except suicides via the kill command) - godmode can also be toggled when dead or spectating - noclip, notarget, and godmode retain their status until explicitly toggled (except when outside of devmode, or when reconnecting), notably, they are not turned off when switching teams or suiciding - funds can be given also when dead - noclipping players do not activate any triggers - map geometry does not interfere with noclipping players when it comes to changing classes
2017-03-09rewrite the mover team code/dev/humancontroller
2017-03-09add a string duplicating function into the game module/dev/humancontroller
2017-03-09alter trigger wait timers a bit, remove duplicate code/dev/humancontroller
2017-03-09allow maps to override buildpoint limits/dev/humancontroller
2017-03-09make the ignore functionality even transmission-complete, moving the ↵/dev/humancontroller
necessary parts to the game module TODO: implement the vsay-equivalent of G_SayTo()
2017-03-09unset clientPersistant_t::humanItemSelection when leaving the spawn queue, ↵/dev/humancontroller
for consistency (should be non-functional)
2017-03-09fix trigger linkage after trap_SetBrushModel(); always allow firing at a ↵/dev/humancontroller
trigger_hurt fixes are courtesy of ==Troy==
2017-03-09ensure that ent->classname is always non-null (for entity numbers up to ↵/dev/humancontroller
level.num_entities-1, and ENTITYNUM_WORLD, and ENTITYNUM_NONE), for player entities and #ENTITYNUM_NONE in particular
2017-03-09make buildable placement precise/dev/humancontroller
2017-03-09allow configurable teleporter ejection speed/dev/humancontroller
2017-03-09when stopping follow mode, keep the view origin and stop/dev/humancontroller
2017-03-09change setviewpos to work as it sounds like/dev/humancontroller
setviewpos now precisely puts the player's view origin to the specified coordinates, and does not spit the player forward; it now optionally takes yaw and pitch arguments for this, setviewpos takes ps->viewheight into account when teleporting the player; TeleportPlayer() now takes an additional float argument specifying the spitting speed of the player; currently, TeleportPlayer() is called with a non-0 argument only from the setviewpos function
2017-03-09refactor stuff/dev/humancontroller
2017-03-09fix some dead code ?/dev/humancontroller
2017-03-09remove remnants of UI_OLD_API_VERSION/dev/humancontroller
2017-03-09remove some redundant statements/dev/humancontroller
2017-03-09remove remnants of STANDALONE/dev/humancontroller
2017-03-09stop depending on the system-reserved _DEBUG preprocessor-define/dev/humancontroller
2017-03-09never set groundEntityNum to -1, use ENTITYNUM_NONE instead/dev/humancontroller
2017-03-09stop creeping off-the-ground players/dev/humancontroller
actually, this is pretty much a no-op, because the "creep everywhere off-ground" bug was actually masked by another bug: WRONG use of groundEntityNum; to be fixed immediately
2017-03-09never use a passEntityNum of -1 in trace calls, use ENTITYNUM_NONE instead/dev/humancontroller
2017-03-09always spawn corpses where the model coincides with the ending state of the ↵/dev/humancontroller
death animation
2017-03-09do not treat a clipmask of 0 as MASK_DEADSOLID in some cases/dev/humancontroller
remove the clipmask == 0 special cases from G_TestEntityPosition() and G_Physics(). when spawning corpses, set their clipmask to MASK_DEADSOLID instead of 0.
2017-03-09allow particles of child particle systems to be launched with (dynamic) normals/dev/humancontroller
new particle script constructs (in particle blocks): {velocityType | accelerationType} {last_normal | opportunistic_normal} the base vector in case of opportunistic_normal is (0,0,0) if the particle is flying, and is a surface normal vector if the particle is in/on a map surface. the base vector in case of last_normal is always a valid direction, though sometimes an arbitrary one (the up direction). in both cases, the initial value of the last/opportunistic normal vector is propagated from the parent particle. the last/opportunistic vector is a new particle system variable, and the original normal vector is not touched, so this change retains backward-compatibility.
2017-03-09allow negative values for initial velocity and acceleration magnitudes of ↵/dev/humancontroller
particles
2017-03-09add bounds checking to the weapon number in CG_AddPlayerWeapon()/dev/humancontroller
2017-03-09fix trigger_stage activation upon stage jumps/dev/humancontroller