Age | Commit message (Collapse) | Author |
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+ SDL everywhere
+ New R_LoadImage
+ net_ip.c
+ Window icon
+ GUI based dedicated server support
+ Compile time linked OpenGL
* Remove ui_menuFiles cvar
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* Say "Waiting for response" instead of "...-1 servers"
* (bug 3054) After running a listen server, sv_killserver is not set
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+ PNG image loader
+ Non-gas dependent x86_64 VM
+ Collision optimisations
+ Slew of other bug fixes
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failed on the cvar value. This behaviour went unnoticed in Q3 since
lookups were typically only done when the server started or sv_masterX
cvars were manually changed. Now that Tremulous does fresh DNS lookups
after every map change, any network hiccup could clear out the
sv_masterX settings. This cvar clearing is now removed.
* removes a duplicate line setting sv_master[ X ]->modified.
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* remove some more redundant checks and fix some command flags
* fix a number of spelling misteaks in messages
* show denybuild indicator in !listplayers
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* show message when trying to get help for a command you cannot use
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undesired effects
* correct some copy-paste action in my last commit
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player at slot 0)
* remove some unnecessary code
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* don't spam message when !putteam won't do anything
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(bug 3161) do not allow two clients to have the same name (Chris Schwarz)
(bug 3205) let aliens move eggs when humans only have one node (Roman Tetelman)
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properly
(bug 3201) fix a bug where admins following other players can't see team chat
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/m and /mt out of say messages but print a warning
to the client instead of blurting it out as a not-so-private
message. (Chris Schwarz)
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active missles, poision, and spectators following him when he
switches teams. (M. Kristall)
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elegibility and removal of redundant checks (M. Kristall)
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(M. Kristall)
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enter solids.
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0 - always off
1 - for long range weapons only (1.1.0 behaviour and also the new default)
2 - always on (if the weapon.cfg has one defined of course)
* cg_drawCrosshair 0 no longer prevents crosshair names from drawing
* added cg_drawCrosshair configuration in the ingame Options -> Game menu
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instead of ent->s.pos.trBase so the un-snapped origin was used in
collision tracing
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last commit)
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overrides/classes/human_bsuit.cfg file can set all the goodies such as
viewHeight and bounding box size. Also, bsuit corpses work now.
* added MN_A_TEAMCHANGEBUILDTIMER, MN_H_TEAMCHANGEBUILDTIMER,
MN_A_EVOLVEBUILDTIMER, and MN_H_ARMOURYBUILDTIMER for the error
dialogs you get when trying to do something that's not allowed with an
active build timer.
* added MN_H_NOARMOURYHERE and MN_H_NOENERGYAMMOHERE error dialogs for
trying to buy/sell when not near the necessary buildables.
* added MN_H_NOROOMBSUITON and MN_H_NOROOMBSUITOFF error dialogs for
when there is no room to change class between PCL_HUMAN and PCL_HUMAN_BSUIT
* removed an unused variable from my recent big ui commit
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for consistency
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* spectators can now participate in non-team votes
* added teamvote "admitdefeat"
* replaced "nextmap" vote with "draw"
* removed vote "clientkick" vote (uses "kick" instead)
* removed teamvote "teamclientkick" (uses "kick" instead)
* renamed teamvote "teamkick" to teamvote "kick"
* added teamvote "denybuild" and "allowbuild"
* added vote "mute" and "unmute"
* added !denybuild and !allowbuild g_admin commands
* added /ignore and /unignore commands (and menu support)
* Game -> Info (formerly About) shows server settings instead of local ones
* Voting keys can now be configured in the Options menu
* Voting key binds now display with the vote status (F3 and F4 will be the
eventual default binds for "teamvote yes" and "teamvote no" respectively)
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for saving precious space in info strings when passing large integer values.
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teammates
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* spawns never show the ¨no power¨ icon since they don't need reactor/overmind
* alien buildings that require the overmind to function will now show
the "no power¨ icon when the overmind is down
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symptoms I've seen are:
incorrect stage notifications
drawing the wrong number of available build points
broken plant models on niveus
Surprisingly, there was no open bug report for this that I could find.
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timelimit was infinite. Now it's tracked properly with
level.overmindMuted instead of using the time hack.
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