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2005-09-07* Fixed bug where a server with only spectators would get stuck on games ↵Tim Angus
which ended via timelimit
2005-09-06* cg_debugParticles >= 1 now prints to the console when particle systems are ↵Tim Angus
parsed and registered
2005-09-05* Reverted walk/run animation switching back to cmd.buttons instead of ↵Tim Angus
basing it on speed
2005-09-04* Fixed Medkit usable after death bugTim Angus
* Fixed "Server command overflow" bug for clients that should time out * Removed some debug logging code * Fixed a bug where only live clients would have their scores logged at the end of the game
2005-09-02* Added option for changing whether or not the wallwalk control is a toggle ↵Tim Angus
or not
2005-09-02* Added width to zap traceTim Angus
* Hopefully fixed the "Ready" issues
2005-09-02* Fixed a spectating bug introduced by the new weapon switchingTim Angus
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
2005-08-31* Fixed "sell upgrades" so it doesn't sell the medkitTim Angus
2005-08-31* Fixed the issue where the Mac qvm JIT compiler would not compile TremulousTim Angus
* Removed the mp3 decoder from the source
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* Reworked the ammo/clips packing system to remove the confusion of concepts * Marauder lightning now requires aim, does damage over time and chains to other entities * Implemented the Medkit -- a means for a human to restore health and cure poison in the field * "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved * Disabled client side ET_MISSILE collision * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Re-adjusted step time values * Increased frequency with which the Acid Tube deals damage * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands * Added LOS check to creep slowing * Overmind now only complains if there are 0 spawns * Spawns can no longer be built when there is no Overmind/Reactor * The spawn closest to the point of death is chosen preferably if available * Evolving no longer restores all health * "give weapons" and "give ammo" cheats removed * Fixed restoration of energy weapons bug * When selling the battery pack, max ammo is given * Fixed a bug where locational damage could sometimes scale damage to 0 * Added stage information to the end of game stats * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Added G_ClosestEnt * Reduced Dragoon spitball damage from 120 to 110 * Reduced Tyrant claw damage from 120 to 100 * Reduced Tyrant charge damage from 160 to 110 * Increased Barricade regeneration rate from 12 to 14 * Increased Overmind health from 500 to 750 * Decreased Overmind regeneration rate from 10 to 6 * Doubled Blaster speed from 700 to 1400 * Reduced Painsaw damage from 18 to 15 * Reduced Painsaw range from 48.0 to 40.0 * Reduced Grenade price from 300 to 200 * Reduced Shotgun repeat rate from 1200 to 1000 * Increased Shotgun damage from 6 to 7 * Increased Mass driver damage from 35 to 38 * Increased Chaingun damage from 5 to 6 * Reduced Flamer repeat rate from 300 to 200 * Extended Flamer range * Increased ammo on all human weapons * Reduced splashdamage on MG Turrets * Moved build directory from tremulous to tremulous-dev
2005-08-10* Fixed a last minute bug that allowed evolution after deathTim Angus
2005-08-06* Free frags are no longer awarded after the sudden death timeTim Angus
2005-08-06* Reverted to non-interruptable level 1 grabTim Angus
* Reduced grab time but differentiated base and advanced
2005-08-05* Fixed a potential bug where build points might not have gotten reset ↵Tim Angus
following a map with a custom amount
2005-08-05* Added g_suddenDeathTime - when this time is passed all build points are ↵Tim Angus
taken away * Server should no longer need a client connected to change map when the timelimit hits
2005-08-05* Basilisk needs less time to regain grabbing ability after being hitTim Angus
* Stage thresholds are now based on average number of players * Added a MOD for the level 3 spit ball
2005-08-05* Disabled weapon dropping after buying ammo for nowTim Angus
* Basilisk now loosens grip if getting damaged
2005-08-04* Added trigger_winTim Angus
2005-08-03* Build timer does not go up so much when building repeatersTim Angus
2005-08-03* Removed debug messages introduced in last commit :xTim Angus
2005-08-03* Weapon switch forced when buying a weapon/ammoTim Angus
* Fixed a bug where getting killed by certain buildables reduced your score
2005-07-31* Removed anticamp codeTim Angus
* Reduced basilisk grab time to 0.8 seconds from 1 second * Increased mdriver damage slightly
2005-07-30* Trapper targetting bug should be fixed/occur less frequentlyTim Angus
* Free kill timer is no longer reset when spawning * Removed loading of sprites/plasma1.tga
2005-07-28* Extended the chat period at the end of gamesTim Angus
* Disabled the anticamp trigger when you buy a weapon * Fixed bug where the "Ready" text would render over the icons on the final scoreboard * Changed the testmodel code to render gun barrels
2005-07-23* Lagometer now disabled on demo playbackTim Angus
* Lagometer rendering tweaked
2005-07-23* Added some code to complain if com_hunkMegs is set too lowTim Angus
* Added some logging to track a targetting bug
2005-07-22* Added a report of which stages each team had reached to the intermission ↵Tim Angus
scoreboard * Advanced construction kit is now free * Fixed the bug where the armoury and repeater would still work via command when not powered * Fixed bug where the granger could evolve whilst waiting for its build timer * Increased the jump height of the base granger slightly
2005-07-21* Added icons to the scoreboard representing the current class/upgrades heldTim Angus
2005-07-21* Change death by dragoon obituary from "clawed" to "chomped"Tim Angus
* Fixed the bug where spectators saw team chat * Added ping display to the lagometer * Renormalised some balance variables * Fixed the bug where bodies would sometimes disappear immediately after death * Fixed the "dancing buildables" bug * Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS * Fixed a subtle stage bug * Added code to indicate which stage a team is on via the scoreboard
2005-07-19* Added a sound to buying ammoTim Angus
* Anticamp doesn't kick in unless you actually receive ammo * Mass driver spawn clips now matches max clips (wtf?)
2005-07-19* Reduced human build timer againTim Angus
2005-07-18* Humans spawn with max staminaTim Angus
2005-07-18* Added a mechanism to buildable overrides to change model scaleTim Angus
* Acid tubes can now be built on walls
2005-07-18* Repeater is now freeTim Angus
* Repeater can now only be built in locations with no power * Repeater will self destruct if it has not powered anything for 90 seconds * Reduced period for free kills/credits * Mass driver damage reduced by 40% * Build timers increased a bit, especially human * The more healthy human buildables now take longer to repair
2005-07-17* Plugged the "sell and buy gets you full ammo" exploitTim Angus
* Changed voting system to need a majority of connected clients to pass without time out and a majority of voting clients to pass with time out
2005-07-17* Hopefully fixed scoreboard issuesTim Angus
2005-07-14* "sell weapons" now respects the build timerTim Angus
* Changed the human anticamp message * Anticamp mechanism now applies to using the reactor/repeater as it does the armoury * Anticamp mechanism is now triggered immediately after buying a weapon * Fixed bug where lcannon warning sound was missing with cg_drawGun 0 * Grenade is now an upgrade which is used like the antitox instead of a weapon * Fixed a bug where engaging spectator follow mode failed * Fixed a bug where spectator follow clients were counted as being on the team of the client followed
2005-07-03* Removed misc_spriter from the sourceTim Angus
2005-07-03* Fixed the other [ 962477 ] Chasecam bugTim Angus
2005-07-03* Booster needs to spawn before boostingTim Angus
* Fix to [ 962477 ] Chasecam bug * Added -Werror to CFLAGS
2005-07-02* Turrets can now be grabbed by lev1s, which slows them downTim Angus
2005-07-02* Fixed the PTRC system interfering with the observer modeTim Angus
* Refactored observer mode code * Fixed poison cloud being distorted in observer mode (by not rendering it) * Fixed walking wall smoothing being distorted in observer mode (by not performing any smoothing)
2005-06-29* Fixed a bug where menus would appear during demo playbackTim Angus
* Fixed a bug where delayed suicide would persist over death * Reduced turret health and damage, increased range * Generally strengthened alien buildable health and regen a little * Increased damage that hives do * Unlocked the trapper at stage 1 * Lev0 alien can now damage human defensive structures * Booster now doubles alien regeneration rate * Updated dependancies
2005-06-28* Added ent->client->campingAtTheArmoury for the lamersTim Angus
2005-06-27* Added missing MOD_GRENADETim Angus
2005-06-27* Fixed a minor bug with the change in spawn directionTim Angus
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2005-06-26* Toned done the chaingun a touchTim Angus
* Inverted the direction in which a player is spawned * Fixed the alien buildable axis explosion bug * Fixed some class name foul ups in the obituaries * Disabled friendly fire by default
2005-06-07* Human scanner blips now fade away after updatesTim Angus