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git branch archival

#1
Exclamation 
Due to how cluttered the main repository has become (167 branches), the following 122 branches older than 30 days will be archived in 14 days from now if left untouched:

Code:
Sat Dec 13 04:17:22 UTC 2014
    Ref[refs/remotes/origin/Mario/colormod_projectiles=388d99fa25420fffd44cfcb45a24bd2cd6100520]

Mon Nov 25 04:53:37 UTC 2013
    Ref[refs/remotes/origin/Mario/hook_airaccel=3a52b073a8a1c5e389b643b2629bce9a205b9675]

Tue Aug 20 11:23:34 UTC 2013
    Ref[refs/remotes/origin/Mario/minime=2d16aed52e8f8f4589094b31c484ca6741d6b2cd]

Fri Nov 14 01:30:38 UTC 2014
    Ref[refs/remotes/origin/Mario/motd_fix=f8625b6b2b43e81f44af715620a8d6d7002afec0]

Tue Aug 20 01:57:47 UTC 2013
    Ref[refs/remotes/origin/Mario/nex_charge=a28f19fcb9073792a901cffe9ccffeeec56e9282]

Wed Jun 04 21:16:02 UTC 2014
    Ref[refs/remotes/origin/Mario/nex_zoom_fix=802a978f6920d3274842885699d0b36f04221bbf]

Sat Jan 11 16:53:11 UTC 2014
    Ref[refs/remotes/origin/Mario/serverlist_fix=f05d1db2ccf752aae5f49a2ded8750b855719533]

Mon Jan 27 06:14:00 UTC 2014
    Ref[refs/remotes/origin/Mario/showspecs=8e3b8efa99f2620f1665252ce41eeb87a1483e32]

Mon Dec 15 04:02:21 UTC 2014
    Ref[refs/remotes/origin/TimePath/features/multi-hit=82b5216f4dceacd86a0be4fe593a7d5dcad47e72]

Sat Dec 06 04:42:35 UTC 2014
    Ref[refs/remotes/origin/TimePath/issues/849=9c72b63205f8aab672c55f9dd14363ed83b34aee]

Fri Dec 26 09:18:12 UTC 2014
    Ref[refs/remotes/origin/TimePath/modelplanter_merge=7ee67e3081f2a85141ecb149f9a22b974fe3d58d]

Wed Jan 02 09:50:28 UTC 2013
    Ref[refs/remotes/origin/ablu/tzork-axh-waypointdraw=d91f35193bfd86372e3dc8c9eb305ddd68ddaad6]

Mon Dec 31 11:44:39 UTC 2012
    Ref[refs/remotes/origin/ablu/tzork-conquest=9653124ca3a2be5e98b9e4a181f6c2b223915178]

Wed Oct 24 11:06:51 UTC 2012
    Ref[refs/remotes/origin/cbrutail/function2012=5345b7670e59d8f04c24cbbfb0acc5932e75f9a4]

Tue Oct 02 16:12:36 UTC 2012
    Ref[refs/remotes/origin/cbrutail/soelen_strenght=5a8493fef85d38414dfbeca33da3c9e5b2c53056]

Wed Aug 14 19:31:38 UTC 2013
    Ref[refs/remotes/origin/debugger/CA_point_announcer=0d394c3761710b5ee2b032ebc88b0d71af4e8e1f]

Sat Jun 15 22:51:23 UTC 2013
    Ref[refs/remotes/origin/debugger/accuracy_hudpanel=ee62d33efc4ffc2dad0e7682d6d9161651ef2001]

Tue Jul 23 11:40:16 UTC 2013
    Ref[refs/remotes/origin/debugger/assists=39cd0b1f363fd7ca37f008b549d37e6c2786e4f5]

Sat Aug 03 17:41:36 UTC 2013
    Ref[refs/remotes/origin/debugger/basic_achievements=f90a51e69a4893d23457abe2a588212b4a28ba52]

Fri Aug 02 20:32:37 UTC 2013
    Ref[refs/remotes/origin/debugger/country_flag=921e24e27b332d83e9ad2faf13fb6b7f55173b59]

Fri Sep 13 19:47:36 UTC 2013
    Ref[refs/remotes/origin/debugger/democamera_movement=0b2e3533f41dad6a1cc00b38e197bab7377de15c]

Tue Aug 13 20:40:56 UTC 2013
    Ref[refs/remotes/origin/debugger/duel_mutator=eb1f831ed3ab1cad5694da4ee5ce8025a42d7413]

Thu Aug 08 17:09:51 UTC 2013
    Ref[refs/remotes/origin/debugger/followkiller=86b4dda5c4278c5900882f3cf18fa17e545717a5]

Tue Aug 06 16:11:27 UTC 2013
    Ref[refs/remotes/origin/debugger/g_spawn_furthest=ad22264ec83779d247a90591874ede40ca273ec2]

Mon Sep 09 18:13:07 UTC 2013
    Ref[refs/remotes/origin/debugger/infection=4644e4cdda0033c7db72a7ec5c65cdd3f4c8d654]

Wed Aug 07 17:06:22 UTC 2013
    Ref[refs/remotes/origin/debugger/ingame_achievements=b0279f92a4f4123d51007de5be49647be7cfaa06]

Sun Aug 18 17:13:17 UTC 2013
    Ref[refs/remotes/origin/debugger/low_ammo_warning=9d78c0b430e95862201548797280f945da02583a]

Wed Aug 14 22:44:42 UTC 2013
    Ref[refs/remotes/origin/debugger/playersound_pain=63a71d889b2a145fb2df47d70c843f71eb65eb74]

Wed Dec 17 03:06:11 UTC 2014
    Ref[refs/remotes/origin/debugger/scoreboard_damage=38449f32cdcfd93b77eb85bb21e5bb61705e39ce]

Thu Aug 08 14:23:00 UTC 2013
    Ref[refs/remotes/origin/debugger/simple_achievements=5289c0ece757ba3b02bee66780b77925d7181b5f]

Sun Aug 18 16:25:40 UTC 2013
    Ref[refs/remotes/origin/debugger/spectator_options=cad0e25041168df907d118c9447ae3b57411cc1f]

Fri Mar 22 23:29:08 UTC 2013
    Ref[refs/remotes/origin/debugger/split_item_respawntime=5923171325f98fa417cb41cef2372866cba5c63c]

Tue Jul 23 14:07:01 UTC 2013
    Ref[refs/remotes/origin/debugger/strength-shield-spawntime=183309bf254564df8cbf9b9560c62b3bb2adb956]

Tue Sep 24 17:59:36 UTC 2013
    Ref[refs/remotes/origin/debugger/timeout_improvements=dd342ad30a7da563c5810154549e1000f27fbfc1]

Wed Dec 17 04:16:23 UTC 2014
    Ref[refs/remotes/origin/debugger/votecall_GUI=60e0c07b25698b3d56e9bb3c4e561d28352fa3a3]

Sat Aug 17 22:13:43 UTC 2013
    Ref[refs/remotes/origin/debugger/yet_another_achievements_branch=40d900fe07adfeca556e8db36beec662c8e07313]

Wed Aug 15 14:37:36 UTC 2012
    Ref[refs/remotes/origin/divVerent/colormod-projectiles=7e1a256e94d7cc282d826901925c979f2028fc5a]

Mon Feb 10 16:42:28 UTC 2014
    Ref[refs/remotes/origin/divVerent/crypto-fixes=e9b6935e58263d814ce1238274b6fcf0b188255f]

Mon Mar 10 10:41:15 UTC 2014
    Ref[refs/remotes/origin/divVerent/cvarlist-fix=05460a0fbdadb921ed3b5814a2441e465ddac555]

Sat Feb 15 12:25:12 UTC 2014
    Ref[refs/remotes/origin/divVerent/detect-useless-waypoints=4ec79b6fa2c6942c1fe71e0045d0491506e651f4]

Sat Aug 13 20:42:32 UTC 2011
    Ref[refs/remotes/origin/divVerent/donotmerge-angry=11bd2bbea49eedf28de1292d7c3a66138f90654c]

Mon Sep 23 10:40:49 UTC 2013
    Ref[refs/remotes/origin/divVerent/hud-centerprint-frame=1d12d065672f5a879f24be6e8d825bba4b60b4a8]

Wed Oct 23 15:59:33 UTC 2013
    Ref[refs/remotes/origin/divVerent/item_ammo=416f8cd1a77bd40a84f0393866435de25f5718dd]

Thu Apr 19 14:09:51 UTC 2012
    Ref[refs/remotes/origin/divVerent/multifrag=62bc9d726faee5390653078d49285ff9c0b59560]

Fri Aug 02 10:42:43 UTC 2013
    Ref[refs/remotes/origin/divVerent/musicvolume=7c3296dd294ef3c9633b5b7658396296d16e49b6]

Fri Oct 25 11:20:20 UTC 2013
    Ref[refs/remotes/origin/divVerent/packetlossextrapolation=f1841b15ce6ce0043ee3a64bbf82da2e9a7087b3]

Tue Feb 12 10:47:55 UTC 2013
    Ref[refs/remotes/origin/divVerent/sndtest=c52f20fb6581283b7864d9d8874c974b9b3c337a]

Wed Oct 16 21:16:39 UTC 2013
    Ref[refs/remotes/origin/divVerent/warpzonefix=70f6e172a11cd7496de8c254dbf228baec1a743f]

Wed Jul 21 09:14:28 UTC 2010
    Ref[refs/remotes/origin/esteel/anim/playground=96ddba8b2015d78756c74839667bf76dfe043ba7]

Sun Jul 29 08:59:09 UTC 2012
    Ref[refs/remotes/origin/exidl/RBSP=71aa2386923926ae61718ff13429c4b5780d54cc]

Wed Jul 25 10:49:41 UTC 2012
    Ref[refs/remotes/origin/exidl/nativec=7226c69ffcd5a8b52a6bd54397493c8fc8d26587]

Tue May 22 02:08:29 UTC 2012
    Ref[refs/remotes/origin/fruitiex/sb_hide_newtoys=1ab1ac08bf70a21c31984658916bd7e93f2ee7cc]

Thu Apr 19 21:27:58 UTC 2012
    Ref[refs/remotes/origin/fruitiex/shownames_typeicon=a075b281da2b0bcd7e60e12abad55445fec19bde]

Fri Aug 23 22:31:29 UTC 2013
    Ref[refs/remotes/origin/gatts/cointoss_in_chat=1f0008b9d17fc1e18a091a928836876658954535]

Thu Aug 29 22:17:33 UTC 2013
    Ref[refs/remotes/origin/gatts/fix_warmup_timelimit=59adda6ea967b1d2d6a3b63deaf72f43187af078]

Sat Aug 06 22:08:24 UTC 2011
    Ref[refs/remotes/origin/mand1nga/honor-waypoints-cache=d36903026d39edac60417b3e2e729cbbdce34b71]

Mon Sep 30 15:03:05 UTC 2013
    Ref[refs/remotes/origin/matthiaskrgr/buildsys=ee17d57c1e66615638b7777d13eb0232eaa2966c]

Sun Jun 02 11:54:53 UTC 2013
    Ref[refs/remotes/origin/matthiaskrgr/domicons=8f0809dc49aa1ef839e750af6ee6937eeb9efbe2]

Fri Oct 11 15:40:33 UTC 2013
    Ref[refs/remotes/origin/matthiaskrgr/hudsetup=f26adf4fdd93240e1d95ab72a99046b50305a7df]

Fri Mar 22 16:52:29 UTC 2013
    Ref[refs/remotes/origin/matthiaskrgr/terencehill/quickmenu__backup=fb45b79ac9c90aec1fc28b009d3c164a1c43dc39]

Mon Feb 25 15:23:10 UTC 2013
    Ref[refs/remotes/origin/mirceakitsune/bugfix-playersounds=fe4ea4f0855e493cbdc96c78fef6b4f06f2c1713]

Mon Jan 09 16:27:19 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/bugfix_reload_sound=2c05fe614c7a1f3ca95194dc88f3bec9f13fafb7]

Mon Jan 09 21:54:45 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/csqcmodel_death_deglow=006ee83d905f804bb97dfc6c660d417ff451103b]

Thu May 17 13:11:13 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/damage_points=9ef5392634bb193978d0b26488ef548f0bdd8c74]

Sun Feb 24 23:16:22 UTC 2013
    Ref[refs/remotes/origin/mirceakitsune/donotmerge-renamon_playermodel=c63a313927755a89c5c7027ebfe02a82aa229c5e]

Sun Feb 24 20:20:53 UTC 2013
    Ref[refs/remotes/origin/mirceakitsune/fox_playermodel=abd109912f9ac1894ace6c65e3976a92553e38f4]

Thu Dec 18 04:38:30 UTC 2014
    Ref[refs/remotes/origin/mirceakitsune/infinite_ammo_display=c2e331884d0a9067c6fa614f69f7b7e339f3d4ae]

Sun May 13 08:53:17 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/lean_players=54d0061e6e6a539508426ad066ae1099d1f4b35b]

Tue Jan 03 19:26:03 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/magnetic_electro_secondary=e011d5676492fa8bad61965d35f44915ef35e04f]

Sun May 13 08:58:07 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/menu_tweaks=2e824db89f87b5aa9cc0cc0d7011279a80299f93]

Wed Jul 11 19:21:45 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/mutator_relics=c741232f737a194720d865637de26b1f92da3eea]

Sun May 13 09:01:39 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/new_sounds=cd8e5c7922d1117554a19eef187e0c59d6c00376]

Sun May 13 09:02:45 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/non-sRGB_bloom=c893711a3ea21da82a85f507b32175064e0720cd]

Sun May 13 09:03:54 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/ode_gibs=0c55f8b6d8ab77b84af2d484b5ee243c1ae4b509]

Sun May 13 09:13:03 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/random_recoil=2a922c6f6862734f6b52fb529c057c7757b42a81]

Wed Oct 19 21:17:47 UTC 2011
    Ref[refs/remotes/origin/mirceakitsune/rendering_tweaks=8cd759733baff07c1f4236f35afa8fd9f5c434a8]

Sun May 13 09:26:53 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/resizable_viewmodel=cd26f90356db6a998641db544271d27943792581]

Sun May 13 09:13:40 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/sRGB_bloom=61ccb825786a142e7833508a2b11761af8f27124]

Sun May 13 09:23:32 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/shotgun_cannon=5cfccc16e099f2444ef990d136ea9d286408fa8b]

Sun May 13 09:18:37 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/weapon_grenadelauncher_charge=ca3d2816aad1c0e5dbef2e21adb2c9948ae3a9ca]

Sun May 13 09:19:09 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/weapon_impacts=b0693a41834962be4071039edcc92e8777387d7a]

Sun May 13 09:23:08 UTC 2012
    Ref[refs/remotes/origin/mirceakitsune/weapon_locker=278af11ee439bf90ddf79fa105c968e3c63f834c]

Mon Aug 04 08:44:13 UTC 2014
    Ref[refs/remotes/origin/mrbougo/clonefixes=ca5f321c9c0a42c051465a965c92b2c0e8e62cf5]

Fri Jun 15 18:24:30 UTC 2012
    Ref[refs/remotes/origin/nifrek/simpleitems=f2af0dca57fe1205944a2a0b9384fa1bdb95fb32]

Sun Dec 25 00:16:34 UTC 2011
    Ref[refs/remotes/origin/nyov/bugfix=c2bd9d4ca3787d85be7ba9ed670d18ab7f54f7ea]

Tue Sep 24 03:39:06 UTC 2013
    Ref[refs/remotes/origin/nyov/cts-fastest-time-unit-conversion=f1e27a5d705851ba5fed9221318061805696d9ce]

Fri Nov 21 20:50:34 UTC 2014
    Ref[refs/remotes/origin/nyov/less-spam=c4da9da2e574aafc6f711829571ffa20ccd1e74c]

Thu Dec 13 18:41:57 UTC 2012
    Ref[refs/remotes/origin/samual/campaign_reports_stats=d0bca5a4bc25c0a44b6ba1896894492e37d46dab]

Tue Jan 28 19:52:06 UTC 2014
    Ref[refs/remotes/origin/samual/chatfloodfix=ce78eebabbd38b61ed6273bf0692aab1f2e829f0]

Tue Aug 20 17:06:18 UTC 2013
    Ref[refs/remotes/origin/samual/credits=02ff459a7b5e751ac16a4afdf015ee0d229ba4e4]

Wed Sep 19 17:39:52 UTC 2012
    Ref[refs/remotes/origin/samual/crylink_detonation=0829de66c1206b02828f5e25cd204f8f589b4b5c]

Sun Sep 25 04:10:34 UTC 2011
    Ref[refs/remotes/origin/samual/csqc_muzzleflash=b8db92ba426236a5fbaa788a6c1ae9d376f7a925]

Wed Sep 04 23:34:25 UTC 2013
    Ref[refs/remotes/origin/samual/fix_spectating_message=48e2ae57fd00bf109e468e1f60821318df033f1f]

Mon Aug 29 07:27:22 UTC 2011
    Ref[refs/remotes/origin/samual/fix_vehicle_spectating=ceedc858054466a24fc64c8588f87da39ef0f91c]

Sat Dec 28 17:18:59 UTC 2013
    Ref[refs/remotes/origin/samual/intermission_freeze_anim=ee0cfc7ab15181fc33b26614b21c11393d522a91]

Wed Feb 26 20:04:59 UTC 2014
    Ref[refs/remotes/origin/samual/itemmodels=0fabd032cf2ab3085b9b9a5c7218e95008778731]

Sat Jan 25 21:11:09 UTC 2014
    Ref[refs/remotes/origin/samual/mapinfo_fix=7740809241db8e123c5edd64d6ed8d4dbe5dd6eb]

Sun Dec 22 06:33:43 UTC 2013
    Ref[refs/remotes/origin/samual/menu_border_lines=62ad6d91d5329be882e4bd230e5f7c15a9316f8c]

Thu Sep 12 23:45:54 UTC 2013
    Ref[refs/remotes/origin/samual/menu_organization=961caffab259d794f608603e233db5a614377177]

Sat Jan 04 20:12:18 UTC 2014
    Ref[refs/remotes/origin/samual/modelview=8d36940b0181d85d49e676356bbb608b3b8ad782]

Fri Dec 27 02:32:13 UTC 2013
    Ref[refs/remotes/origin/samual/moveup_movedown=cdc5fd8c7e217de1dedfdf99eb3b8799390b4694]

Sat Sep 14 03:40:19 UTC 2013
    Ref[refs/remotes/origin/samual/notification_updates=78a154d6b2b8644559311812937cb7eb2098a0e0]

Mon Feb 04 05:44:32 UTC 2013
    Ref[refs/remotes/origin/samual/projectile_touch_updates=96e5f42c59403989ef46f30dc648deee048e1e42]

Tue Aug 06 03:08:08 UTC 2013
    Ref[refs/remotes/origin/samual/reconnect=9b6e32d3d0e835ba0875cd7a50f0f4e5d2c34309]

Tue Nov 05 20:09:39 UTC 2013
    Ref[refs/remotes/origin/samual/spawning=ba1b82a5dac5ce037dc1067fa7734d98e52c1e64]

Wed Aug 14 01:42:51 UTC 2013
    Ref[refs/remotes/origin/samual/stuckremove=68faec0e9eae8e7cd141badbee06072bd3b11b36]

Wed Jun 05 22:07:20 UTC 2013
    Ref[refs/remotes/origin/samual/translatable_commands=b09e8450297086d1fd0ae2f1a2e3d6ca3d31c61d]

Mon Dec 30 17:48:15 UTC 2013
    Ref[refs/remotes/origin/samual/triggers=2d36c86ed8840bfe8025911a10b80d55f81cb94a]

Tue Dec 17 06:08:43 UTC 2013
    Ref[refs/remotes/origin/samual/use_status=a1f9f060cef1a54f4ba5767718f744269f866454]

Tue Sep 11 19:02:51 UTC 2012
    Ref[refs/remotes/origin/tzork/axh-waypointdraw=60323d0afaec3bdf4cd8d14d06f2cf00a8b93b05]

Sat Sep 01 10:03:04 UTC 2012
    Ref[refs/remotes/origin/tzork/csq-vehicles=54b6cf65a694fefd8461448526684416c6fc3d51]

Sun Sep 02 21:12:41 UTC 2012
    Ref[refs/remotes/origin/tzork/dotc-2=d1c9335438d3fb9d5ff4efc0ae2d601f6afe96fb]

Tue Jan 01 19:06:11 UTC 2013
    Ref[refs/remotes/origin/tzork/gamemode-conquest=e8d3f900a0a428b725da60174da7d3aa73516c31]

Sat Apr 14 11:39:05 UTC 2012
    Ref[refs/remotes/origin/tzork/mapgenerator=73b6ede0f44b62ae23290c0ca217e63708b681a9]

Wed Sep 12 22:21:47 UTC 2012
    Ref[refs/remotes/origin/tzork/modelplanter=44a9e36f6d6d1633acb5498a005340981468b10c]

Tue Sep 13 11:40:53 UTC 2011
    Ref[refs/remotes/origin/tzork/pathlib=99c59c3f35e809ccda4be9522ef93e97998b8d61]

Mon Aug 08 00:47:26 UTC 2011
    Ref[refs/remotes/origin/tzork/simplebots=f0c6393bb4ce67fed828b0b440ef710b9a3b0dab]

Sun Sep 11 22:14:54 UTC 2011
    Ref[refs/remotes/origin/tzork/spider-tracer=19cf1fe0e9d562b650a4330f57ce315023b472e4]

Fri Sep 26 12:09:39 UTC 2014
    Ref[refs/remotes/origin/tzork/vehicles-csqc-wip=6bdb08e7c0aa748f58de12815a605e8522576276]

Wed Aug 31 14:08:58 UTC 2011
    Ref[refs/remotes/origin/tzork/vehicles-triggerspawn=942b11d535612aa5ba14872adb0d02b5e977bc32]

Tue Nov 22 23:43:30 UTC 2011
    Ref[refs/remotes/origin/tzork/vh-dmg-rot=fee986177c00ec665c5a16020254b93ffb587ce1]

Sat Jan 28 22:22:04 UTC 2012
    Ref[refs/remotes/origin/tzork/vhx=f99db10a04ee3239d007e02a397b7d448f7b66ad]
Reply

#2
List of changes for convenience:
Ref[refs/remotes/origin/Mario/colormod_projectiles=388d99fa25420fffd44cfcb45a24bd2cd6100520]
  • Colorful projectiles
Ref[refs/remotes/origin/Mario/hook_airaccel=3a52b073a8a1c5e389b643b2629bce9a205b9675]
  • Only use modified air acceleration if the hook is attached to something
  • Add an option to change air acceleration while using the hook
Ref[refs/remotes/origin/Mario/minime=2d16aed52e8f8f4589094b31c484ca6741d6b2cd]
  • Allow minime to chase other minimes
  • Use player's model for minime
  • Remove old skin file
  • Add view model for minime
  • Messing around with a new weapon
Ref[refs/remotes/origin/Mario/motd_fix=f8625b6b2b43e81f44af715620a8d6d7002afec0]
  • Also check if player is spectating someone
Ref[refs/remotes/origin/Mario/nex_charge=a28f19fcb9073792a901cffe9ccffeeec56e9282]
  • Show a red beam when fully charged
Ref[refs/remotes/origin/Mario/nex_zoom_fix=802a978f6920d3274842885699d0b36f04221bbf]
  • Fix vortex zooming in while switching to previous weapon
Ref[refs/remotes/origin/Mario/serverlist_fix=f05d1db2ccf752aae5f49a2ded8750b855719533]
  • Attempt to fix server list selecting bottom item automatically and constantly scrolling down as servers load
Ref[refs/remotes/origin/Mario/showspecs=8e3b8efa99f2620f1665252ce41eeb87a1483e32]
  • Add an option to show spectators watching you
Ref[refs/remotes/origin/TimePath/features/multi-hit=82b5216f4dceacd86a0be4fe593a7d5dcad47e72]
  • Add center notification for multiple hits with the vortex/vaporizer
Ref[refs/remotes/origin/TimePath/issues/849=9c72b63205f8aab672c55f9dd14363ed83b34aee]
  • Duplicate skin list with intention to create HUD list
Ref[refs/remotes/origin/TimePath/modelplanter_merge=7ee67e3081f2a85141ecb149f9a22b974fe3d58d]
  • .scale support (broken), rubble tool
  • mplant_rotate for less code duplicate
  • Fix formating
  • Some comments
  • Support non .bsp models
  • Make mplant tools more extendable
  • Massive commit is massive. Major code resructure, new fileformat, more robust tool system. csqc network players editor settings (basis for csqc interface) and much much more
  • Almost working rotate tool (cmd mplant_tool).
  • Fixes & features
  • Move network/render of blocks to CSQC, Implement some basic render gizmos (fading, bbox draw, distancelimit) in csqc
  • Cleanup a bit
  • support mplant_grid & make MPS_BLOCKS work
  • fix/improve mplant_rot
  • Time for a commit
  • use mplant_btf for rotate too, get rid os stale code
  • mplant_btf for less messy code
  • This is a message
  • blah
  • more models, better editing
  • modelplant, very wip
  • Initial mess
Ref[refs/remotes/origin/ablu/tzork-axh-waypointdraw=d91f35193bfd86372e3dc8c9eb305ddd68ddaad6]
  • Fixed compile. Draw_Not does not exist anymore
  • fix conflicts
  • Atempt to fix crash
  • Fix turrets showing 'under attack' when health goes *up*. fix UpdateAuxiliaryXhair. Support two separate bars for axh. Make bumble's healray feedbacl better
  • Lets try it this way then.
  • Optimize server side of auxiliary by using a global array insted of a field array. Fix a few qops's in client, better gunner labels
  • basterd.
  • Make auxiliary crosshairs less network hungry and intergrate them better with waypointsprites
  • Use waypointdrawing for auxiliary crosshairs
Ref[refs/remotes/origin/ablu/tzork-conquest=9653124ca3a2be5e98b9e4a181f6c2b223915178]
  • more noref
  • fix uninitialized globals
  • -std=gmqcc
  • make it compile with gmqcc; strict function types YEAH
  • enable untyped nil
  • gmqcc fixes
  • -Wno-uninitialized-global
  • mapinfo: don't spam errors when there is no maps
  • Also add cvar to commands.cfg
  • Add a cvar to enable/disable voting before the match has started
  • A fix for voting during map change sometimes causing everyone to be kicked
  • Clean up some junk, add comments
  • [CQ] Changed end condition a bit to prevent abuse
  • [CQ] Simplified win condition
  • [CQ] Game ends now when all bases are taken and noone alive
  • [CQ] Fixed end at 1 instead of 0
  • [CQ] Optimised code a bit
  • [CQ] Fixed negative ticket count
  • [CQ] Fixed game end when there are still players alive
  • restore stash, make it compile
  • spinning
  • conquest flag
  • Its aliiive\!
Ref[refs/remotes/origin/cbrutail/function2012=5345b7670e59d8f04c24cbbfb0acc5932e75f9a4]
  • scripting fix
  • So everybody can watch
  • all done here too
  • Modified effectinfo.txt for a more subtle teleport in effect. Wrote recorder cfg (halfway done).
  • sv_cheats 3
  • Branched off from divVerent's kleinbottle. Added config files.
  • a way better klein bottle, thanks to CuBeOwL Wink
  • now with sounds; also removing old tuba sounds that are no longer used
  • a @!#%'n Klein Bottle. Still needs sound.
Ref[refs/remotes/origin/cbrutail/soelen_strenght=5a8493fef85d38414dfbeca33da3c9e5b2c53056]
  • Scaled the model 6 times. Now it's in the right size.
  • New shader model test by Soelen.
Ref[refs/remotes/origin/debugger/CA_point_announcer=0d394c3761710b5ee2b032ebc88b0d71af4e8e1f]
  • use the notification system for CA score sounds
  • fix a minor bug...
  • adding a sound when a team scores
Ref[refs/remotes/origin/debugger/accuracy_hudpanel=ee62d33efc4ffc2dad0e7682d6d9161651ef2001]
  • starting to add an 'accuracy' panel to the HUD
Ref[refs/remotes/origin/debugger/assists=39cd0b1f363fd7ca37f008b549d37e6c2786e4f5]
  • assist awarded to the killer, made it teamsensitive now. FIX: award the assist to a teammate who caused damage on the target
  • awards an assist for a kill; work your way up from here
  • adding the concept to award assists. *incomplete* Tongue
  • woops, the score rules need that
  • adding an 'assists' column to the scoreboard
Ref[refs/remotes/origin/debugger/basic_achievements=f90a51e69a4893d23457abe2a588212b4a28ba52]
  • adding achievements and count them: airshot, amazing, doublefrag, spawnkill, humiliation
Ref[refs/remotes/origin/debugger/country_flag=921e24e27b332d83e9ad2faf13fb6b7f55173b59]
  • remove redundant files...
  • messing around in scoreboard.qc to get a countryflag into the ping column
  • having a nice layout for the country flag picker now
  • adding a dialog in the playermenu so you can pick a country flag
Ref[refs/remotes/origin/debugger/democamera_movement=0b2e3533f41dad6a1cc00b38e197bab7377de15c]
  • we dont use R_SetView anymore
  • woops, removed the .patch I was using here
  • adding feature request #517, demo camera movements. Used a .patch from the devtracker to add it on git
Ref[refs/remotes/origin/debugger/duel_mutator=eb1f831ed3ab1cad5694da4ee5ce8025a42d7413]
  • stripping out *a lot* of the previous code so this is standard DM
  • hide the playernames in duel, add wins/looses to the scoreboard for duel
  • duel is selectable form the menu now
  • this is pretty much a not working copy of g_arena Big Grin
  • debugging some errors
  • gamemode_duel.q* files had the wrong content
  • supporting g_duel in all the files, remove redundant files
  • remove redundant files
  • taking most important stuff of g_ctf to create a duel mutator. WIP, doesnt work yet
  • remove stupid files
  • well, this does not work out. Attempting to make something out of g_arena... *FIXME*
  • umm, getting stuff aranged for me? Tongue
Ref[refs/remotes/origin/debugger/followkiller=86b4dda5c4278c5900882f3cf18fa17e545717a5]
  • fixing followkiller, yw Debugger Smile
  • followkiller wont work, hf zykure
Ref[refs/remotes/origin/debugger/g_spawn_furthest=ad22264ec83779d247a90591874ede40ca273ec2]
  • woops, fixing the comment Tongue
  • giving the respawning player a chance of 25% of 'spawn_furthest'
Ref[refs/remotes/origin/debugger/infection=4644e4cdda0033c7db72a7ec5c65cdd3f4c8d654]
  • digging out gamemode infection by fruitieX
Ref[refs/remotes/origin/debugger/ingame_achievements=b0279f92a4f4123d51007de5be49647be7cfaa06]
  • moving the achievement stuff into another branch, the new menu still persists...
Ref[refs/remotes/origin/debugger/low_ammo_warning=9d78c0b430e95862201548797280f945da02583a]
  • show a red centerprint when you have less than 10 ammo
  • first try to add a 'low ammo' warning when ammo < 10
Ref[refs/remotes/origin/debugger/playersound_pain=63a71d889b2a145fb2df47d70c843f71eb65eb74]
  • awesome sqrt calculation by zykure to get proper sceram sounds
  • better calculation. not perfect, but good
  • fixing up playerscreams by adding armorvalue to the calculation
Ref[refs/remotes/origin/debugger/scoreboard_damage=38449f32cdcfd93b77eb85bb21e5bb61705e39ce]
  • only network a vague amount for dmg/dmgtaken
  • bugfixes and some optimisation, works properly now
  • adding some more stuff to the scoreboard (dmg, dmgtaken, netdmg). Current version is broken
  • remove weird files (?)
  • dmg on the scoreboard works now (but still has a bug)
  • first attempt of adding 'dmg' to scoreboard
Ref[refs/remotes/origin/debugger/simple_achievements=5289c0ece757ba3b02bee66780b77925d7181b5f]
  • at least the panel is *there*, meh
  • starting to work on the panel in hud.qc; adding a few icons
  • getting more things set up
  • getting the achievements slowly into the new scoreboard panel
  • basic ingame achievements to be displayed along with the scoreboard
  • moving this into the scoreboard panel next
  • menu support for this hudpanel
  • moving the achievement stuff into another branch, the new menu still persists...
  • Draw a border around scoreboard tables (image by Sev)
  • Remove scoreboard_border_thickness from accuracy and scoreboard panels
  • Accuracy board is now a panel (layout is still the same)
  • Accuracy board: show only core/normal weapons by default, once you get some accuracy stats of a mutator/super weapon then that weapon is shown too
  • Make so that simple borders (scoreboard_border_thickness) don't overlap with panel borders
  • Move team scores on the right and reduce scoreboard width accordingly
  • Add basic scoreboard panel dialog and calculate scoreboard alpha correctly when showing it
  • Use the correct alpha var
  • Do not move the centerprint panel under the scoreboard panel in hud config mode
  • Center scoreboard title
  • Fix a stupid minor bug
  • Turn scoreboard into a panel: layout is still the very same as before but a border can be now applied around the whole scoreboard screen
Ref[refs/remotes/origin/debugger/spectator_options=cad0e25041168df907d118c9447ae3b57411cc1f]
  • adding a few more things/checks to 'pickupinfo'
  • renaming net to sum
  • provide the possiblity of an extended scoreboard
  • better support for superspec options
  • adding a dialog to the new menu for spectator settings
  • bugfixes and some optimisation, works properly now
  • adding some more stuff to the scoreboard (dmg, dmgtaken, netdmg). Current version is broken
  • remove weird files (?)
  • dmg on the scoreboard works now (but still has a bug)
  • first attempt of adding 'dmg' to scoreboard
Ref[refs/remotes/origin/debugger/split_item_respawntime=5923171325f98fa417cb41cef2372866cba5c63c]
  • started to add respawn-cvars for every item
  • changed and added new respawn values for itempickups
Ref[refs/remotes/origin/debugger/strength-shield-spawntime=183309bf254564df8cbf9b9560c62b3bb2adb956]
  • removing redundant files...
  • the try to let powerups spawn at the same time; it wont let me call another spawnfunc() though
  • give strength and shield the same respawntime, when using this cvar
  • Make the 'invincible' pickup decrease incoming force
Ref[refs/remotes/origin/debugger/timeout_improvements=dd342ad30a7da563c5810154549e1000f27fbfc1]
  • add a counting when the timeout is running out, assign a specific number of timeouts to a team (when in a teamgame)
Ref[refs/remotes/origin/debugger/votecall_GUI=60e0c07b25698b3d56e9bb3c4e561d28352fa3a3]
  • Fix vcall gui crashing
  • starting to add a vmap possbility
  • basic vcall gui by akari
Ref[refs/remotes/origin/debugger/yet_another_achievements_branch=40d900fe07adfeca556e8db36beec662c8e07313]
  • starting to work on a queue-ing function
  • adding a basic hud panel for achievements
  • doublehit achievement added, thanks zykure
  • achievements added, add them to xonstat
  • adding experimental icons for achievements by Jhonny
Ref[refs/remotes/origin/divVerent/colormod-projectiles=7e1a256e94d7cc282d826901925c979f2028fc5a]
  • support forcecolors
  • colormod fixes
  • colormod particles
Ref[refs/remotes/origin/divVerent/crypto-fixes=e9b6935e58263d814ce1238274b6fcf0b188255f]
  • ipban fix for engine change
  • dpdefs update
Ref[refs/remotes/origin/divVerent/cvarlist-fix=05460a0fbdadb921ed3b5814a2441e465ddac555]
  • By default, show changed cvars only.
  • cvarlist dialog: get apropos-like behaviour
Ref[refs/remotes/origin/divVerent/detect-useless-waypoints=4ec79b6fa2c6942c1fe71e0045d0491506e651f4]
  • Spawn explosion where killing a WP. For debugging.
  • Compiles now.
  • Finish algorithm implementation. Rough, won't compile.
  • more
  • Redesign. Not implemented yet.
  • Make it somewhat work. Badly.
Ref[refs/remotes/origin/divVerent/donotmerge-angry=11bd2bbea49eedf28de1292d7c3a66138f90654c]
  • angry...
Ref[refs/remotes/origin/divVerent/hud-centerprint-frame=1d12d065672f5a879f24be6e8d825bba4b60b4a8]
  • THIS should now work
  • more fix
  • fix compile
  • maybe this enables MOTD bg?
  • show frame when configuring (if that even works)
  • Add a frame to the centerprint panel if needed. TODO: lacks skin config.
Ref[refs/remotes/origin/divVerent/item_ammo=416f8cd1a77bd40a84f0393866435de25f5718dd]
  • fix naming
  • adjust short range so it also includes 1.5 item boxes diagonally (1.5 sqrt 2)
  • Reduce room size for medium distance. 512 is enough.
  • 2 ammo boxes space is enough for high priority. 3 are already quite far after all.
  • Code cleanup.
  • Boost if the top priority is unique. Combats unnecessary randomness.
  • Ugly debug print Wink
  • More fixes.
  • Better nudge system; be more verbose for now.
  • Fixes.
  • Oops. Fix this.
  • Don't set min ammo counts for weapons on the map; the weapons themselves yield ammo too (even in all weapon stay modes).
  • Support targeting.
  • comment
  • Make sure roundoff errors don't kill the set distances.
  • use have_team_spawns, not teamplay, to decide whether to assume "bases"
  • Major improvements. More tunables. More fun. Better mincount handling. Teamplay support.
  • Ensure shells ammo.
  • Use item_ammo for Q3 originating maps.
  • item_ammo: automatic ammo type selecting entity type.
Ref[refs/remotes/origin/divVerent/multifrag=62bc9d726faee5390653078d49285ff9c0b59560]
  • Multi-Frag sound!
Ref[refs/remotes/origin/divVerent/musicvolume=7c3296dd294ef3c9633b5b7658396296d16e49b6]
  • oops, more compat Tongue
  • rename bgmvolume -> musicvolume; make bgmvolume controlled by target_music too. Prerequisite for music playlists.
Ref[refs/remotes/origin/divVerent/packetlossextrapolation=f1841b15ce6ce0043ee3a64bbf82da2e9a7087b3]
  • Fix it. A value of like 0.5 to 0.7 seems best now.
  • More fixes.
  • FIx stupid bug for subsequent extrapolated frames.
  • If the first frame is "bad", use it anyway.
  • Fix csqc handling of extrapolated states.
  • Do not use extrapolated states as base for cl_movement.
  • Add cvar sv_clmovement_packetlossextrapolation. Set to somewhere between 0.5 and 1 for testing.
Ref[refs/remotes/origin/divVerent/sndtest=c52f20fb6581283b7864d9d8874c974b9b3c337a]
  • some sounds from OA to test
  • revert as much as needed to Nexuiz r4446 to see how it sounds
  • mark all sounds to revisit them
Ref[refs/remotes/origin/divVerent/warpzonefix=70f6e172a11cd7496de8c254dbf228baec1a743f]
  • Fix pitch logic.
  • Revert "Oh right, these cvars are backwards in the engine."
  • Oh right, these cvars are backwards in the engine.
  • Simplify.
  • Nasty warpzone fixes for in_pitch_min/max at nondefault values. NEEDS A LOT OF TESTING ON WARPZONE HEAVY MAPS AND COMPARISON TO PREVIOUS BEHAVIOUR.
Ref[refs/remotes/origin/esteel/anim/playground=96ddba8b2015d78756c74839667bf76dfe043ba7]
  • CRLF fixes, .gitattributes file updated
  • CRLF fixes, .gitattributes file updated
  • overlooked two places that set a slider value, now the slider animations and start values are finally correct
  • now slider work quite nice.. dragging uses unanimated movement, all the rest does.
  • trying to make all slider animatable
  • show a simple keyframe animation when clicking
  • show a simple easing animation on the default slider. beware its ugly when draging and otherwise
Ref[refs/remotes/origin/exidl/RBSP=71aa2386923926ae61718ff13429c4b5780d54cc]
  • added misc_model_static spawn
  • spawning jedi academy entities in case we want to play RBSP maps
  • spawning jedi academy entities into the game in case we want to play on a RBSP map
Ref[refs/remotes/origin/exidl/nativec=7226c69ffcd5a8b52a6bd54397493c8fc8d26587]
  • additional files
  • fixed some compiling issues, almost finished draw.c
  • translating QuakeC to 'NativeC' from scratch, I'm open for suggestions by the way
Ref[refs/remotes/origin/fruitiex/sb_hide_newtoys=1ab1ac08bf70a21c31984658916bd7e93f2ee7cc]
  • whoever put this floor() here is an idiot (might have been me!) Big Grin
  • bonus feature: scoreboard now shows 0% accuracy immediately after firing your first shot if it misses
  • make the minstanex appear in the same spot as nex when in minstagib
  • don't show extra weapons on scoreboard accuracy unless we're in g_new_toys
Ref[refs/remotes/origin/fruitiex/shownames_typeicon=a075b281da2b0bcd7e60e12abad55445fec19bde]
  • Scale/center the icon better
  • More code cleanup
  • Use CSQC players system for typeicon instead of ent_cs -- also clean up the code a bit
  • now it's an actual icon, should i be doing this through entcs though? it seems buggy...
  • port chatbubble code to be handled by shownames, prototype code
Ref[refs/remotes/origin/gatts/cointoss_in_chat=1f0008b9d17fc1e18a091a928836876658954535]
  • Show cointoss result in the chatbox
Ref[refs/remotes/origin/gatts/fix_warmup_timelimit=59adda6ea967b1d2d6a3b63deaf72f43187af078]
  • Fix restart while in warmup stage
Ref[refs/remotes/origin/mand1nga/honor-waypoints-cache=d36903026d39edac60417b3e2e729cbbdce34b71]
  • Added cvar g_waypoints_for_items_honor_cache. It auto creates waypoints that are missing according to the waypoint -links- cache. Waypoint edition operations are disabled while this cvar is enabled.
Ref[refs/remotes/origin/matthiaskrgr/buildsys=ee17d57c1e66615638b7777d13eb0232eaa2966c]
  • if gmqcc binary changes, recompile qc files.
Ref[refs/remotes/origin/matthiaskrgr/domicons=8f0809dc49aa1ef839e750af6ee6937eeb9efbe2]
  • graphics / domination: remove white glow round team control-point icons because it looks bad when the image is scaled down a lot.
Ref[refs/remotes/origin/matthiaskrgr/hudsetup=f26adf4fdd93240e1d95ab72a99046b50305a7df]
  • hudsetup: alter path of the hudsetup map.
Ref[refs/remotes/origin/matthiaskrgr/terencehill/quickmenu__backup=fb45b79ac9c90aec1fc28b009d3c164a1c43dc39]
  • Clear previously stuck modifier keys opening the quickmenu
  • Fix not perfect mouse highlighting
  • More useful commands in the quickmenu file
  • Show quickmenu in cl_cmd hud help
  • Define a better HUD_QuickMenu_Open
  • Quickmenu too works better with cursormode enabled
  • Make it compile
  • Correct alias name is g_waypointsprite_team_here_p, not g_waypointsprite_team_p; typo inherited from defaultXonotic.cfg Sad
  • Tweak colors
  • Behaviour change: now mouse buttons trigger the action on release rather than on press
  • Fix error message and make it translatable
  • Fix broken layout with alignment on the left
  • Main autocvar isn't used by the quick menu panel, remove it from the menu dialog
  • v is now used by the sandbox mod, change the default key for the quick menu to b
  • findkeysforcommand now requires another parameter
  • Apply panel alpha to the text
  • Tweak the commands displayed in hud setup mode
  • localcmd should work better adding EOLS before and after the command
  • Cvar to change file source for the quick menu
  • Just rename 2 functions
  • Allow to change text alignment in the quick menu
  • Pressing ctrl when execing a command avoids to close the quick menu
  • The quick menu panel can now handle mouse input
  • Menu for the quick menu panel in hud setup mode
  • Center vertically all the commands
  • More colors
  • Better pos and size for the quick menu panel in the hud skins
  • Improve quick menu panel layout
  • Fix keyboard input captured by the quick menu panel after exiting hud configure mode; also make example commands translatable in hud configure mode
  • Make so that commands start from 1, while the entry 0 is only useful to go to the next page
  • An example of quickmenu.txt with commands taken from defaultXonotic.cfg
  • Quick menu: an in-game menu that shows commands/aliases (can be grouped in submenus) read from a file. Default key v to show it, keys from 0 to 9 to exec a command.
Ref[refs/remotes/origin/mirceakitsune/bugfix-playersounds=fe4ea4f0855e493cbdc96c78fef6b4f06f2c1713]
  • Update player sounds when selecting a character of the same model but a different skin (per-skin voices)
  • Fix team damage sounds not playing whenever a team mate is damaged
Ref[refs/remotes/origin/mirceakitsune/bugfix_reload_sound=2c05fe614c7a1f3ca95194dc88f3bec9f13fafb7]
  • Prevent reload sound from playing twice when switching back and forth between weapons that will automatically reload
Ref[refs/remotes/origin/mirceakitsune/csqcmodel_death_deglow=006ee83d905f804bb97dfc6c660d417ff451103b]
  • Better cvar description
  • Prevent black being treated as white (since '0 0 0' is the same as '1 1 1' for glow and colormod)
  • Re-implement death unglow (now called death deglow) for CSQC players, using a better implementation than the old one.
Ref[refs/remotes/origin/mirceakitsune/damage_points=9ef5392634bb193978d0b26488ef548f0bdd8c74]
  • Attempt to position points correctly around the player, using a formula that's most likely broken for now Tongue
  • Add cvar to average out all points affected by damage (so weapons with a large radius won't do more damage for this reason)
  • Attempt to get damage points working. This has the huge issue that damage radius is not passed to the mutator hook, so radius is not known. Currently force is used (hackish workaround). This must be fixed!
  • Pass the origin of the damage in the PlayerDamage_Calculate and PlayerDamage_SplitHealthArmor hooks (my code will need them once I start calculating the damage points)
  • Cache damage points into arrays at startup, to avoid reading the cvars each time
  • Setup the mutator code. Add the main part, which is canceling out the default damage
  • Commit empty mutator file. Again, I do not agree with this being a mutator, but that can be changed later if it will be the case
Ref[refs/remotes/origin/mirceakitsune/donotmerge-renamon_playermodel=c63a313927755a89c5c7027ebfe02a82aa229c5e]
  • Enable aim blending (v1.1)
  • Renamon player model for Xonotic. Version 1.0
Ref[refs/remotes/origin/mirceakitsune/fox_playermodel=abd109912f9ac1894ace6c65e3976a92553e38f4]
  • New fox model from Vore Tournament. Based on Gak but using the Erebus animations + other improvements
Ref[refs/remotes/origin/mirceakitsune/infinite_ammo_display=c2e331884d0a9067c6fa614f69f7b7e339f3d4ae]
  • Overlay text over icon
  • Use the symbol (∞)
  • A minor change causing ammo count to be displayed as INF instead of 999 when the player has infinite ammo. I just believe this to be more correct and accurate.
Ref[refs/remotes/origin/mirceakitsune/lean_players=54d0061e6e6a539508426ad066ae1099d1f4b35b]
  • Damage leaning: Only lean the player if damage was caused by a weapon. This should prevent the odd behaviors I noticed, of angles getting stuck sometimes
  • Revert my last commit. It's based on something I didn't notice well
  • Damage player leaning: Skip if the target origin and hit location are the same. Prevents a bug
  • Don't fade player leaning back to normal based on damage any more. It didn't work as intended, and might have also been buggy.
  • Don't lean dead players, which causes them to spin all over the place due to some bug. Dead bodies will be ragdolled either way, right Wink
  • Better names for the angle conversion vectors
  • Normalize the final angles. Better to be safe
  • Damage lean: Keep existing force if any
  • Better defaults
  • Properly bound the angles for acceleration as well
  • Damage leaning: Bound the real leaning vectors instead. It doesn't look good for the player model to get stuck leaning, when the initial force is past the limited one.
  • Fix limit code for the damage leaning
  • Comment out the leaning angle limits. They are currently broken the way they are.
  • ouch, code typo
  • Same type of limit for the damage leaning. At this point, the player leaning code is finished in functionality, and ready for testing.
  • Lastly, give an angle limit to the leaning, apart from influence. Done for acceleration leaning.
  • Better defaults and an extra safety in the code
  • Use better maths for calculating damage lean fading
  • Bound the fading value to not get over 1, preventing a bug. That formula is still buggy by itself however, I need another way to do it.
  • Cver the fade amount for damage leaning
  • Implement damage leaning fading. Damaged players will go back to normal rotation slowly, based on the amount of damage taken
  • Store the amount of damage dealt for the damage leanangle. This will be used so the player reverts to normal position slower when damaged more, to better simulate being wounded.
  • Get acceleration leaning in PlayerPreThink rather than SV_Physics. More localized code and a global vector less to store.
  • Simplify last code
  • Store location and force for damage leaning. This will make it easier to fade the effect.
  • Tweak defaults for the fixed acceleration code
  • Fix a very epic fail in my code.
  • Better speed leaning defaults
  • Cvar the averaging steps for acceleration
  • Average velocity over a longer amount of time in order to obtain acceleration. divVerent saves the day again Smile
  • Remove current system of obtaining vector acceleration. I will need a better one
  • Better default for damage leaning, to match latest implementation
  • Re-enable speed leaning and blend it with damage leaning. Both appear to work properly together now.
  • Correct angles for damage leaning. Thanks again to divVerent
  • Clean the code from last commit better
  • Get the angles working for speed based leaning, thanks to divVerent's maths Smile
  • More work on the player model leaning and some code comments. Angles still not working yet however. We need to transform the object's local angles to world angles, possibly by using transformations from warpzonelib/angletransform.qh
  • Velocity player leaning. The player shall lean back while accelerating forward, lean in front when stopping, etc. Velocity based while tested, and not working well yet. Once again, the player leans where it faces, not where the velocity is, cuz I can't figure the correct maths for this.
  • Don't account damage for now, only force. It might be most realistic to account damage into the speed that the player goes back to normal, to better simulate being wounded.
  • Don't use vectoangles() this way, it doesn't fix it either
  • Use force vector to determine where the player should lean, based on direction of the shot. It doesn't work properly yet however, because the player angle is set based on his own rotation as well, which needs to be fixed.
  • Correct a bug and add a cvar, which toggles this feature and chooses how much damage leans a player. Damage is also accounted now, and higher damage leans the player more.
  • Get the system working as intended. Players will now randomly rotate when shot. Rotation is also cleared when spawning.
  • Beginning of my attempt to make player models lean when taking damage. Not working yet, but this is the first phase on the way. rolling / pitching the player models seems to look ok and realistic. End target is to make the player roll into the direction it was shot, then of course return to proper rotation smoothly.
Ref[refs/remotes/origin/mirceakitsune/magnetic_electro_secondary=e011d5676492fa8bad61965d35f44915ef35e04f]
  • Disable the feature in other people's balances
  • Yes, I know. Cvar ALL balances!
  • Use a different way of checking teams. This code is now ready for testing.
  • Give additional vertical velocity to magnet blobs, to help them lift from the ground so they can better reach after players. Also tweak some good default settings.
  • Better defaults
  • Shorten my last code
  • Add code comments, and fix a bug leading to infinite loops
  • Default magnet mode to 2 and document functionality
  • Use autocvars directly
  • Give the cvar switch for magnet several modes: 0 = magnet disabled, 1 = blobs get attracted to enemies only, 2 = blobs get attracted to enemies and team mates, 3 = blobs get attracted to enemies, team mates, and the owner.
  • Add a global cvar switch for the magnet feature
  • Cvar the magnet settings.
  • Add to existing projectile velocity instead of replacing it.
  • Make Electro blobs jump toward the nearest player. Basic functionality is now as intended.
  • Make Electro blobs jump up only when a player is near them, scanned each impulse.
  • Place code for giving Electro blobs velocity impulses. For the time being, this will only make them jump up every 0.5 seconds.
  • Execute the think function of secondary Electro projectiles differently, to make scanning and applying new velocity possible.
Ref[refs/remotes/origin/mirceakitsune/menu_tweaks=2e824db89f87b5aa9cc0cc0d7011279a80299f93]
  • Fix a setDependent I forgot about
  • Fix another spacing. This should conclude my proposed changes to the menu for 0.6
  • Arrange the effects menu a bit again
  • Arrange the effects menu in a way that looks better, and should be more correct in my opinion
  • Tweak some slider ranges for more consistency
  • Tweak another slider
  • Fix slider width in the View menu
  • Use the previous text strings for the view settings I changed, so translation changes won't be required.
  • Fix translated text. Also allow tweaking the intensity of the idle view waving
  • Re-enable a slider for view bobbing intensity. Those of us who care about every effect also tweak this Tongue It doesn't add extra lines, so it doesn't clutter the menu
  • Re-enable spatial voice settings in the Audio menu. I still use these, and believe they are important settings.
Ref[refs/remotes/origin/mirceakitsune/mutator_relics=c741232f737a194720d865637de26b1f92da3eea]
  • Fix sound channel issues. Code compiles again.
  • Fix a GIT merge problem with master. No idea what caused it
  • Fix a whole bunch of minor issues stopping compilation
  • Get rid of the droprelic keybind, and use the USE button instead.
  • Fix .md3 file that got broken by notepad++ while renaming
  • Fix relics.shader as well
  • Update relic model path in the code too
  • Rename 'relic' folder to 'relics', and update that in the .skin files as well
  • Move relic effects at the bottom, in effectinfo.txt
  • Ah, there is no autosprite1. Remove that from the shaders.
  • We need to use self.weaponratefactor_mod separately in shotgun code, in order to make it affect shotgun primary fire. Not sure how right this is, or why for shotgun it doesn't work automatically.
  • Increase automated relic respawn time
  • Change relic action particle colors to the relic colors decided with the new models.
  • Make Damage relic not come into effect if the owner also have the Strength powerup, and Resistance relic not come into effect if the owner has the Invincible powerup.
  • Another tiny brightness tweak
  • Brightness adjustments to some of the symbols
  • Different (prettier) texture for the Regeneration relic symbol
  • And lastly, the Vengeance relic. All of the skins are now done.
  • Resurrection skin. One more relic left!
  • Invisibility with Radioactive, only two symbols left
  • Speed, Jump and Flight
  • Disability and Team Boost symbols
  • Symbols for Damage, Splash Damage, and Firing Speed relics
  • Update shaders as well
  • Rename sign textures and skins, to separate them a bit from the relic model's main textures.
  • Vampire and Ammo symbols
  • Switch to glowmod system for relics. They are now colored via code. Symbol textures go grayscale (no alpha channel so no worries).
  • Textures, shaders and settings for the first two relics.
  • Set all relic skins to 0 for now. As i advance with textures for each, I'll enable them manually, to make testing easier.
  • Set the relics code to use morphed's new model. The skin textures are to follow next.
  • relic model for taokis mutator
  • Get rid of all the useless 'returns 1' lines
  • Use a different method of respawning relics when they are used rather than just dropped
  • Randomize relic respawn time. They still spawn at the same time when the game starts however (that would be harder to change and would also mean less relics at game start, which IMO wouldn't be preferred).
  • Clear relic curses / boosts when the player dies or spectates
  • Don't execute some relic effects when entities are not players or are dead players
  • Relics shall not be FL_ITEM, as that brakes stuff.
  • Relics will eventually use one model with several skins, so adapt the code to that (but comment it out till we have the models)
  • Fix forgotten priority orders
  • Drop relics under some circumstances. For freezetag, when the player gets frozen. For keepaway, when the ball carrier picks up the ball (to avoid over-powering him).
  • Use nexball model temporarily, instead of the fake orbs
  • Relic autoreplace: Make it a client setting rather than server setting, so it's an user option
  • Delete the relic system removal code, as it obviously doesn't run during the game if you toggle the cvar (so you could enable / disable relics on the go like I thought at first)
  • Disability relic: Cvar whether shooting ourselves should curse us too (disabled by default). I won't be adding this switch to the team boost relic however, as that's team specific and must do team-related things only (not boost the carrier).
  • Don't pickup a relic if the player is holding the 'drop relic' button while touching it
  • Auto-replace cvar. When enabled, touching a different relic than the one you are holding will cause you to drop your old relic automatically and pickup the new one. Should encourage relic circulation too. Currently, due to some unknown bug, you drop both relics when this is enabled :/
  • Disability relic: Don't allow disabling yourself if you shoot yourself. Could make more sense to allow that still... perhaps should be cvared
  • Reset some relic effects when the relic is dropped, rather than each frame
  • Flight relic. Helps players fly around instead of walking.
  • Remove debug print
  • Don't include self for team boost relic!
  • Smaller radius by default for the team boost relic
  • Team Boost relic. Only spawns in team games, and gives team mates the boosts that the curse relic does to opponents (movement speed, jump height, firing speed). Dedicated to morphed Smile
  • Finally, play sounds and particles properly
  • Fix firingspeed relic particles
  • Remove testing dprint
  • Split the firing speed relic in two parts (to play sounds and effects properly), and tweak the new modifier for it
  • Make the firing speed modifier dependent on the last changes, and implement it properly
  • cvar all g_weapon property cvars. Done in this branch as it's needed for a change of the firing relic
  • Execute jump hook every actual jump, rather than when holding the jump button. to be done about the firing hook next
  • Cvar relic drop speed and make it bigger by default
  • Tiny comment fixes
  • Moar comments
  • Make the relic sound less spammy
  • Use autocvars where possible
  • Remove forgotten autocvar
  • Create and use IT_RELIC
  • MOVETYPE_TOSS to MOVETYPE_BOUNCE
  • Properly precache everything
  • Edit numbers for relic death types, in a way which should be better
  • I think the jump relic can be considered non-idle and have a sound
  • Relic sounds at last. Play whenever a relic comes into effect (except for relics that work idly, such as regeneration and speed)
  • Fix sound system. Still no sounds added yet
  • Fix locals with names of globals, pointed on IRC earlier
  • Greater particle count, and brighter particles for damage relic
  • Give one-time particle effects more count. Eg: The speed relic particles need a count of 1, because they're executed continuously, But resistance relic particles are only executed when you are shot, which isn't as often, so the count needs to be bigger.
  • Properly call the PlayerFiring hook only when the player is firing
  • Cvar relics effects, leave them on by default
  • Disability relic: Those cursed by it also generate particle effects
  • Radioactive relic: Don't step and cause particles when we don't damage someone.
  • Particles for all relics when they come into effect. Copied from the stardust effect and only colors were changed (they need to be made more specific)
  • Fix comments and forgotten code
  • Port all relic effects to the mutator system using hooks (major change!) Needs to be re-tested. Please report any malfunctioning relics on IRC to Taoki!
  • The relic names can now go back to normal
  • Remove per-relic trail colors, and only show trails on dropped relics. Instead of showing trails on the player, relics should cause particle effects whenever they go into effect.
  • Arrange and tweak the Disability relic cvars
  • Disability relic. The player who is shot by the carrier of this relic is cursed for several seconds. The curses are: Slower walking speed, lower jump speed, lower firing rate.
  • Fix cvar names, to properly get the trails cvars
  • Fix death message
  • Disallow self damage with all relics
  • Reorder Splash Damage relic
  • Base the transmitted damage on the initial damage you have dealt.
  • Splash damage relic. When the player shoots someone, anyone near the person who got shot will also take damage.
  • Move the firing rate modifier so it's dynamically updated
  • Firing Rate relic: Create a global firing speed float, rather than calculating it in each location. This should also make it easier to modify the firing speed of all weapons for other new features (eg: a reimplementation of the Dual Weilding mutator)
  • Fix keybind.
  • Fix a forgotten = instead of ==
  • Better way of dropping relics upon dying, spectating or disconnecting.
  • Drop relics if the player disconnects while holding them
  • Fix several bugs in the relic code, and do some cleanups.
  • Reorder a relic in the code.
  • Lastly, the last relic in my list, the radioactive relic. Those who sit close to the person who has it get damaged (that does include team mates, so be careful)
  • Ammo regeneration relic.
  • Health regeneration relic. Does not spawn when normal health regen / rot is enabled (which means it won't work by default).
  • Firing speed relic. This one must be self explanatory
  • Don't allow certain relics to work with suicides or team kills.
  • Vampire relic. Does not spawn when the vampire mutator is active.
  • Jump relic, name says it all
  • Vengeance relic: Give it its own deathtype and death messages.
  • Vengeance relic: Gie score to the owner of the relic if someone dies in the explosion
  • I also don't think relic carriers need to cast lightning
  • No trail color for invisibility by default, it's against it's purpose Tongue
  • Invisibility relic. Makes players harder to see
  • Vengeance relic. When the carrier dies, he causes a big explosion, harming anyone who is close.
  • Fix some messages and improve the relic using code.
  • Resurrection relic. Saves your life if you die while holding it, and resets your health back to spawn default.
  • Minor tweaks here and there, and some balancing. I now consider the code ready.
  • Relics in the menu
  • Add keybind for dropping relics as well
  • Per-relic trail colors, with possibility to disable trails
  • Remove a comment.
  • Messages when picking up / dropping relics.
  • Tweak sounds to be better. Relics use Keepaway sounds, but IMO they're good.
  • Implement 3 relics: Resistance, Damage, and Speed. Their names are self explanatory. Also, Relics are now test-able!
  • I don't think relics should make the player change alpha, as they're meant to be rather discrete powerups.
  • Remove relics when mutator is disabled. Should work, but doesn't seem to for some reason.
  • Forgotten init options
  • Let there be cvars!
  • Make model specific to relic type.
  • Oops... fix something I forgot.
  • Add the waiting back as well.
  • Actually, relics should be invisible when held. Some relics should also be hidden from opponents, for surprise effects.
  • Position that code properly
  • Don't allow picking up a relic when we're already holding one.
  • Drop relics when dying or spectating. TODO: Make a Drop Relic key as well? Also more work on the first relic (health regeneration).
  • Properly initialize the entity and make fix a crash. We now have a relic that spawns around the map and can be picked up.
  • More progress, and include forgotten file from last commit. Still not functional.
  • Attempt to create a Relics mutator, similar to the one in UT (to replace Runematch). No functional code yet. Description of the mutator:
Ref[refs/remotes/origin/mirceakitsune/new_sounds=cd8e5c7922d1117554a19eef187e0c59d6c00376]
  • Add the authors of the sounds I used to the credits
  • Revert "Use a sound from a previous package for a better falling effect (hitground). Use a different sound for weapon switching." - The hitground sounds sound better as they were previously.
  • Use a sound from a previous package for a better falling effect (hitground). Use a different sound for weapon switching.
  • Use a mechanical sound for the armor instead (to give the feeling of a self-installing suit). Original sound from http://www.pdsounds.org/sounds/buzzing_p...t_aparatus Yes, I filtered it from a parking ticket machine xD
  • Attempt to add a charge like sound to armor pickups. Not sure about how this sounds though...
  • Lower pitch for the new health sounds
  • Some improvements to the health sounds
  • Add some effects to the health pickup sounds
  • Better weapon and ammo pickup sounds, from http://opengameart.org/content/equipment-clicks-ii
  • New weapon switch sound. Taken from http://opengameart.org/content/inventory-sound-effects
Ref[refs/remotes/origin/mirceakitsune/non-sRGB_bloom=c893711a3ea21da82a85f507b32175064e0720cd]
  • Make bloom less bright and more focused
  • Port bloom settings from latest Vore Tournament GIT. Uses smaller and higher quality bloom, similar to that in UT3. This branch addressed post-sRGB bloom, and there's another bloom branch for when sRGB will be enabled.
Ref[refs/remotes/origin/mirceakitsune/ode_gibs=0c55f8b6d8ab77b84af2d484b5ee243c1ae4b509]
  • Atempt to get ODE gibs working, but they fall through the floor and lag
Ref[refs/remotes/origin/mirceakitsune/random_recoil=2a922c6f6862734f6b52fb529c057c7757b42a81]
  • Remove recoil from the mutators system. Again, I don't know if this is approved or not, and I can revert this change if it's bad
  • I don't know if this is acceptable, but rename g_norecoil to g_recoil and invert it. That's because I need to add some extra cvars for the random recoil, and g_norecoil_something would not make any sense. Let me know if I really must revert this commit
  • Make recoil randomized for all weapons (view can be pushed up, down, left or right)
Ref[refs/remotes/origin/mirceakitsune/rendering_tweaks=8cd759733baff07c1f4236f35afa8fd9f5c434a8]
  • Limit iris adaptation a little more, and boost bloom higher
  • Slower iris adaptation fade
  • With iris adaptation, bloom would be somewhat like this
  • Add my iris adaptation settings from Vore Tournament. Only enabled by default for testing
  • Default r_motionblur_maxblur to 1 instead of 0.88. This should allow a little more of it to show, and make the effect a tiny bit stronger.
  • And now for stuff that isn't certain to be approved: Add a gloss intensity of 2 with a gloss exponent (sharpness) of 64, instead of the default of 32. This should be reasonably as discrete, so I will leave it here for review.
Ref[refs/remotes/origin/mirceakitsune/resizable_viewmodel=cd26f90356db6a998641db544271d27943792581]
  • Menu slider in the Weapons menu
  • Create a client-side cvar that allows resizing the 1st person weapon.
Ref[refs/remotes/origin/mirceakitsune/sRGB_bloom=61ccb825786a142e7833508a2b11761af8f27124]
  • Achieve some more awesome (and UT3 looking) bloom settings. Also makes the over-bright players / weapons problem a little less severe
  • Get rid of colorexponent, and apply the most suitable settings I'm finding on sRGB enabled g-23 (with r_viewfbo 2). Lower hdr_glowintensity is needed to avoid horrid glow on entities
Ref[refs/remotes/origin/mirceakitsune/shotgun_cannon=5cfccc16e099f2444ef990d136ea9d286408fa8b]
  • Leave the old icon for the shotgun on the "old" HUD design. I'm seeing the Nex does the same, so I'm guessing that's intended.
  • Update shotgun images for the HUD to match the new model. For me, this shotgun is now ready to be merged if accepted
  • Use a grainy _reflect texture, for even more realism of the metal surface
  • Add two more details to the shotgun texture
  • More changes to the texture. Also make the lateral pipe part of _shirt
  • Correct a small UV mapping problem on the mesh
  • Add more glowing areas to the shotgun cannon
  • Slightly stronger reflect texture for the shotgun cannon
  • Update the shotgun sources to Blender 2.5 and re-export the md3's. This also fixes cubemap reflections and gets them working at last.
  • Remove forgotten files from old shotgun model
  • No, this model is not abandoned and I'm still working on it. Now that weapons use glowmod, make the glow texture grayscale
  • Correct brightness for _reflect. Still doesn't work yet though, for unknown reason.
  • A more correct reflect texture, using another original texture
  • Some new elements to the shotgun texture
  • More work on the grainy textures. A bit less grain, and don't let it show everywhere.
  • Resize all textures from 1024 x 1024 to 2048 x 2048. Used filters and re-made some components to increase quality as much as possible with my current technical means.
  • Make some textures grayscale
  • Better positioning/rig for shotgun_cannon
  • A small tweak
  • More work on the grainy effect
  • More texture prettiness
  • Give the shotgun a shirt
  • Add Lamoot to credits, as he made this shotgun model
  • Add a pretty glowing crosshair (copied from real shotgun crosshair)
  • Better UV mapping in some areas
  • Add a reflect_ texture and _gloss. For some reason though, it will not work like for the other weapons.
  • Delete useless shotgun shader
  • Fix weapon shader
  • Attempt to detail the texture a bit. Will still need more details though.
  • Commit the current textures as well. Converted to tga and slightly optimized so far.
  • Reviving Lamoot's "Shotgun Cannon" model. http://forums.xonotic.org/showthread.php?tid=54&page=1 The mesh itself should be 100% ready. I fixed the missing area to the right, the UV mapping on the model, and any issues I could possibly find. Model might still need positioning, and will need the textures to be optimized better. Will also need the zym version to be exported (why do these still exist though?)
Ref[refs/remotes/origin/mirceakitsune/weapon_grenadelauncher_charge=ca3d2816aad1c0e5dbef2e21adb2c9948ae3a9ca]
  • Fix the code being emo about divisions by zero Tongue
  • Make refire a little bit longer
  • Setup a default balance for the Grenade Launcher charging, as requested by divVerent. Doing it in the same branch since that seems best and easiest. Please try it out and let me know if anything should be tweaked.
  • Reset charge block status upon WR_SETUP
  • Fix something foolish I did due to forgetting my own code
  • Add charge abort cvar to all balances, and disable it by default
  • Fix weapon getting stuck when aborting a grenade charge
  • Play the beep sound properly
  • Play beep sound when you can hold a grenade and it's been charged to the maximum
  • Add a safety I noticed I missed to the hagar as well. Shouldn't really change anything, but just be safest this way.
  • GrenadeLauncher beep sound
  • Create an abort feature similar to the hagar's. You can press primary fire while holding down alt fire to charge, in order to abort charging the grenade and unload it.
  • .weapon_forbidchange is reset when the player respawns, so no need to do it when resetting the gun. Also remove the old charge_reset function I forgot in.
  • No need to have a general function for unsetting charge any more. Also fix a possible issue with releasing a charged grenade when you die
  • remove the _charging check, and just use _charge_time instead
  • Allow holding your charged grenade by default
  • Only reset charge if necessary
  • Use a general function to reset grenade charge status, to avoid duplicating code. Also tweak another code execution, which shouldn't change anything but is better this way.
  • Fix a small bug when releasing your charged grenade via death
  • Disable the feature in the default balance for now, now that everything is ready.
  • Fix grenade velocity when charging is disabled, and another function I forgot to update
  • Fix a bug that could cause the alt fire to get stuck forever, and improve a check
  • Fix a small issue with the ammo check, and improve another code
  • Slightly shorter charge time by default
  • Tweak some code comments
  • Add the new cvars to all balances. Samual may relax Tongue
  • Add a weapon_prepareattack function. Shouldn't change anything, but it's safest this way.
  • Decrease ammo when we begin charging the grenade, not when we release it. With this, the code enters final checking and testing stage (after less than 2 hours since it began... w00t!)
  • Something I forgot to add to the death release code
  • Last but not least, reduce grenade velocity based on the amount of charge applied so far
  • Fix the hold cvar
  • Properly use the refire cvar
  • Properly add the weapon think frame, and delay loading the next grenade by refire time.
  • Check if there's enough ammo properly
  • Fire the grenade when we release the firing button earlier than full charge
  • Implementation for releasing your charged grenade if you die while charging it
  • Add basic checks to the firing system
  • Add stat and crosshair ring, indicating the current charge of the grenade
  • First actual functionality of grenade charging
  • Basic code setup for Grenade Launcher secondary charge. Will allow holding the alt fire button to throw your bouncing grenade further, instead of just firing it immediately (similar to the hagar_secondary_load, but this time to throw your grenade further).
Ref[refs/remotes/origin/mirceakitsune/weapon_impacts=b0693a41834962be4071039edcc92e8777387d7a]
  • Use blue plasma impact for Hook gravity bomb
  • Forgot the Mine Layer
  • The Seeker is a rocket weapon too
  • No decals on impact models
  • Impact for rocket explosions, Fireball included
  • Impact for Crylink
  • Bump and / or gloss for impacts 2 and 3
  • Impacts for Nex and Minstanex
  • Use a SLIGHTLY better texture
  • Shader tweaks
  • Blue plasma impact for the Electro
  • Further improve the model and texture
  • Use the same effect for the HLAC. Don't worry, a spam of decal models don't seem to reduce performance at all Tongue
  • Bring the model forward a bit
  • Better laser impact texture
  • Fix texture in the shader file, and give it a proper tcMod rotate
  • Proper textures for the laser impact
  • Fix the skin path. Credits to divVerent for the help
  • First test skin for the impact model. For some reason, the skin makes the model become invisible, although the texture paths are properly set. No idea what is causing this...
  • Fix shader path in the model, and export with UV mapping this time
  • Move the impact model to a different subfolder
  • Better impact model
  • Model decals calculate distance differently than normal decals (which are engine-side). Don't mix the sliders and use a different default for them.
  • Limit the number of model decals that may exist at once, as with the normal decals. Same default as the normal decals.
  • Follow a similar system to r_drawdecals_drawdistance in darkplaces
  • Add a draw distance limit to the impact models
  • Implement fadetime, so the impact models fade out smoothly
  • Make impact models get removed after a while
  • Tweak the menu to use the new cvars
  • Use a different cvar set for model decals
  • Sort some coded and comments
  • Uncomment some code I disabled during testing
  • Correct rotation of impact model
  • Cause an impact model to be spawned when some weapons hit surfaces. Used for effects such as plasma burns, or rocket craters.
Ref[refs/remotes/origin/mirceakitsune/weapon_locker=278af11ee439bf90ddf79fa105c968e3c63f834c]
  • Properly precache the weapons in a locker. Yes, I know I'm using a bit of duplicated / similar code Tongue
  • Precache the weapons, although this still lags the game when you first get them. Precaching should be done at game startup, but you'd need to run another loop then.
  • Tweak some code to be better.
  • Also give ammo with the weapons included. This code is not done in the best way, and certainly needs to be improved before it can be considered ready.
  • Remove test code and use entity key (currently it's called weapons_list, works just like netname in target_items)
  • And finally, give the toucher his multiple weapons Smile Still uses a test code
  • First part of the second part: Make code execute specifically for the weapon locker.
  • Make an item float for the weapon locker
  • Fix message
  • First part of a weapon locker entity; A plain item that can picked up and respawns. Next part is code that gives the toucher multiple weapons (similar to target_items).
Ref[refs/remotes/origin/nifrek/simpleitems=f2af0dca57fe1205944a2a0b9384fa1bdb95fb32]
  • for testing new simpleitems icons by K__, only "core" weapons/items for now
Ref[refs/remotes/origin/nyov/bugfix=c2bd9d4ca3787d85be7ba9ed670d18ab7f54f7ea]
  • Bugfix for maxplayers being 8 on servers if not set via commandline.
Ref[refs/remotes/origin/nyov/cts-fastest-time-unit-conversion=f1e27a5d705851ba5fed9221318061805696d9ce]
  • proposed fix for showing correct speed unit in CTS records (bug #686)
Ref[refs/remotes/origin/nyov/less-spam=c4da9da2e574aafc6f711829571ffa20ccd1e74c]
  • Reduce console spam
Ref[refs/remotes/origin/samual/campaign_reports_stats=d0bca5a4bc25c0a44b6ba1896894492e37d46dab]
  • Clarify level number in format spec
  • Add support for networking campaign stats to the xonstat server
Ref[refs/remotes/origin/samual/chatfloodfix=ce78eebabbd38b61ed6273bf0692aab1f2e829f0]
  • Use a cvar to escape the string, also use MakeConsoleSafe
  • Adapt the stuffcmd to use escaping, add a cvar to enable/disable it, and add team support.
  • Stuffcmd the old string of text by the anti-flood code so that the text isn't lost even though the player was blocked from saying it. Todo: Adding private/team support, but more importantly: Make sure this is allowed/safe -- divVerent?
Ref[refs/remotes/origin/samual/credits=02ff459a7b5e751ac16a4afdf015ee0d229ba4e4]
  • Start working on new credit handling
Ref[refs/remotes/origin/samual/crylink_detonation=0829de66c1206b02828f5e25cd204f8f589b4b5c]
  • Just play "fire2" for now to maintain compatibility
  • More balancing ideas
  • This is now set in balance files, no need to set it here
  • Balancing...
  • New idea: Crylink primary is now detonated by secondary
Ref[refs/remotes/origin/samual/csqc_muzzleflash=b8db92ba426236a5fbaa788a6c1ae9d376f7a925]
  • Proof of concept for moving rendering of weapon muzzleflash/sounds/effects to CSQC control (so it always matches the model)
Ref[refs/remotes/origin/samual/fix_spectating_message=48e2ae57fd00bf109e468e1f60821318df033f1f]
  • Add debug print to PutObserverInServer to help find killcount bug
Ref[refs/remotes/origin/samual/fix_vehicle_spectating=ceedc858054466a24fc64c8588f87da39ef0f91c]
  • Uncomment this to begin the fun of fixing vehicles in spectator mode
Ref[refs/remotes/origin/samual/intermission_freeze_anim=ee0cfc7ab15181fc33b26614b21c11393d522a91]
  • Don't run animation frames on playermodels while in intermission
Ref[refs/remotes/origin/samual/itemmodels=0fabd032cf2ab3085b9b9a5c7218e95008778731]
  • Experimentation with shaders in preparation for improved item models
Ref[refs/remotes/origin/samual/mapinfo_fix=7740809241db8e123c5edd64d6ed8d4dbe5dd6eb]
  • Actually, make it break instead of continuing as the map settings are already not usable.
  • If the token in gametype key string is empty, do NOT set the cvar
Ref[refs/remotes/origin/samual/menu_border_lines=62ad6d91d5329be882e4bd230e5f7c15a9316f8c]
  • Fix some other things, but... still is broken regarding size and aspect Sad
  • Begin adding border line drawing support to menu listboxes
Ref[refs/remotes/origin/samual/modelview=8d36940b0181d85d49e676356bbb608b3b8ad782]
  • Working on supporting model origin offset
  • Calculate the angle to use based on ov_org and ov_mid
  • Fix ordering so that it works on first frame too
  • Remove the orthoview_model if cl_orthoview is 0
  • Add some more cvars, plus fix the other old ones I added
  • Begin adding cl_orthoview_weapon-- allows us to take consistent screenshots of weapons
Ref[refs/remotes/origin/samual/moveup_movedown=cdc5fd8c7e217de1dedfdf99eb3b8799390b4694]
  • Add g_allowcrouchinwater
  • Add some aliases for moving up/down based on crouching/jumping
Ref[refs/remotes/origin/samual/notification_updates=78a154d6b2b8644559311812937cb7eb2098a0e0]
  • Add "interval" field which allows you to control playback
  • More work on trigger_notification support, plus cleanup
  • Working on a way for triggers/custom messages to select notifications directly
Ref[refs/remotes/origin/samual/projectile_touch_updates=96e5f42c59403989ef46f30dc648deee048e1e42]
  • Working more on this shit
  • Try with smaller size
  • Disable teleporter support (commented out)
  • Remove useless vector
  • Better debug prints for noimpact check
  • Fix one bug with the noimpact test
  • Trying to track down this bug...
  • It works now ^_^ Added jump pad support too -- there are a few bugs to iron out plus I still need to make some new effects, but other than that this works great so far
  • Begin work for checking projectile touches for jump pads and teleporters (using PROJECTILE_TOUCH function) -- todo: MAKE IT ACTUALLY WORK.
Ref[refs/remotes/origin/samual/reconnect=9b6e32d3d0e835ba0875cd7a50f0f4e5d2c34309]
  • Add temporary resignon command for testing
Ref[refs/remotes/origin/samual/spawning=ba1b82a5dac5ce037dc1067fa7734d98e52c1e64]
  • Adding cvars, etc
  • Small cleanup
  • This cvar is unused, remove it.
  • Add debug prints to spawn system
Ref[refs/remotes/origin/samual/stuckremove=68faec0e9eae8e7cd141badbee06072bd3b11b36]
  • Begin working on a feature which automatically removes entities when they get stuck
Ref[refs/remotes/origin/samual/translatable_commands=b09e8450297086d1fd0ae2f1a2e3d6ca3d31c61d]
  • More cleanup
  • Clean up the notification dump function a bit more
Ref[refs/remotes/origin/samual/triggers=2d36c86ed8840bfe8025911a10b80d55f81cb94a]
  • MATHSSSSSSSSSS
  • Simplify some if statements
  • Count arguments supplied while setting their variables
  • Fix compile
  • Rename t_misc.qc to misc.qc
  • Move some definitions into t_misc.qh
  • Move target_voicescript into t_voicescript.qc
  • Move trigger_magicear into t_magicear.qc
  • Move target_changelevel into t_changelevel.qc
  • Move trigger_gamestart into t_gamestart.qc
  • Move trigger_multivibrator into t_multivibrator.qc
  • Rename t_teleporters.qc to t_teleport.qc
  • Move t_swamp.qc into triggers
  • Rename t_jumppads.qc to t_push.qc
  • Include headers in t_all.qh
  • Rename target_music.qc to t_music.qc
  • Rename target_spawn.qc to t_spawn.qc
  • Begin moving trigger files into triggers subdirectory
  • Move target_speaker into t_speaker.qc
  • Move trigger_counter into t_counter.qc
  • Move trigger_monoflop & trigger_flipflop into t_flop.qc
  • Move trigger_delay into t_delay.qc
  • Move trigger_heal into t_heal.qc
  • Move trigger_gravity into t_gravity.qc
  • Move trigger_impulse into t_impulse.qc
  • Move misc_laser into t_laser.qc
  • Move trigger_hurt into t_hurt.qc
  • Move trigger_multiple into t_multi.qc
  • Move trigger_relay into t_relay.qc
  • Rename g_triggers.qc to t_misc.qc
  • Whoops, forgot to move that autocvar macro up
  • Add "interval" field which allows you to control playback
  • More work on trigger_notification support, plus cleanup
  • Working on a way for triggers/custom messages to select notifications directly
Ref[refs/remotes/origin/samual/use_status=a1f9f060cef1a54f4ba5767718f744269f866454]
  • Nevermind about that previous performance change, that wasn't my fault
  • Add comment to remind me to fix this calculation later
  • Start working on a faster method for CTF passing
  • Begin adding support to display what the "use" button does at any given moment

(ran out of room for tzork's changes)
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#3
mrbougo/clonefixes was merged. I don't know why the branch wasn't removed.
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