# By terencehill
# Via terencehill
* origin/terencehill/vehicles_fixes:
Improve calculation of vehicle respawn delay
Reset vehicles in reset_map (thanks to the new vehicles_reset function), not just in assault_new_round
Fix serious bug when the map is reset (ready-restart) and a player is on a vehicle: player can't exit from the vehicle anymore
If the spiderbot is blown up don't show the teleport effect where the spiderbot was
Add blowup cvars for raptor and spiderbot
Make racer_blowup() similar to raptor_blowup(): don't override respawn time (already correctly calculated in vehicles.qc) and don't call racer_spawn as it isn't necessary.
Fix a few typos in function names
Spawn vehicles according to g_start_delay and make work better g_vehicles_delayspawn_jitter (jitter 10 is now a random number in the interval [-5,+5] instead of [0,+10])
# By terencehill
# Via terencehill
* origin/terencehill/ca_ft_fixes:
Fix compilation. It seems that Samual renamed inWarmupStage to warmup_stage in the commit 6c4446c0a7 with the very explicative description "I'm a goddamn genius, IT WORKS!".
Add cvars g_freezetag_team_spawns and g_ca_team_spawns: when 1, players spawn from the team spawnpoints of the map, if any
CheckAllowedTeams isn't needed in these cases
Add description to g_*_round_timelimit cvars
Since CA and LMS have special values for starting ammo, health and armor, let's use them in warmup too
Allow weapon change impulses when not in round time
Fix bug where just connected players are forced to join the game the next round
Fix this Freezetag bug: If you try to revive a player after a round ends the "Revive progress" centerprint will be stuck until a new one appears
Freezetag: use warmup_start_health in warmup stage
Reset kill count when a new round starts
Make work the "3/2/1 frags left" announcer messages in Freezetag
ScoreRules_freezetag should know the number of available teams this way (like CA and KH)
Fix implementation of CA score rules
* origin/divVerent/ballistic2:
Oops. Fix rifle config.
We DO need to detect double-hits, due to the weird engine tracing that happens sometimes at low angles.
Always show DamageInfo, even when hitting the same player twice.
Fix use of "self".
fix some bugs
Kill some cvars I forgot.
cvar cleanup
Kill zcurveparticles due to 0 users.
Simplify a LOT.
work on restructuring fireBallisticBullet
* origin/samual/orthoview:
Use vec3 and get rid of FL2VEC -- This function didn't exist when I first made orthoview :)
Lets just set resolution via a cvar
Fix issues with FL2VEC
Fix remaining known issue with orthoview (on abyss, techassault)
Add definition for orthoview accuracy, plus some final cleanup
Clean up debug stuff
Add "set" for orthoview cvars
Add cvars to defaultXonotic.cfg
Use r_drawfog 0 while in orthoview
Fix center of map and distance setting
On second thought, keep the override cvar
Use center of world bbox instead of '0 0 0' origin, solves a bug :D
Fix it so that fov adjusts properly too
Clean up orthoview maths, add logic for handling r_nearclip and r_farclip
Working on adding orthoview feature for map screenshots from above
# By Samual Lenks (3) and Mario (1)
* origin/Mario/shownames_minalpha:
Multiply shownames alpha by player alpha
Allow shownames to be seen with low alpha if they're the same team
Clean some things up
Hide player name if their alpha is below a limit
# By terencehill
# Via terencehill
* origin/terencehill/color_picker_carets:
Optimize a check
If there's a caret before the cursor in the input box when clicking on the color picker, escape the caret so we can add a valid color code
Improve detection of color codes when dragging the mouse in the color picker: color code isn't valid if caret is escaped (e.g. ^^x123)
Rudolf Polzer [Wed, 11 Dec 2013 08:48:12 +0000 (09:48 +0100)]
Always show DamageInfo, even when hitting the same player twice.
Also, prevention of hitting the same player twice SHOULD be no longer
necessary (but let's keep a big warning for this anwyay for now), as
this could only really happen due to curved projectile movement.
* origin/samual/serverlist: (63 commits)
Use new cvar check URL; kill CVAR_POPCON.
Show recommended servers when categories are disabled too
Add a compatibility stop date to the update notification info.
Fix my breaking of emergency pk3's :D
ARGH, that really was a STUPID bug.
Make APPEND_STRING behave "sane".
Some cleanup
Properly handle the cvars for serverlist categories now
Support promoted servers in the recommendations
Switch to new format for updatenotification
Switch to recommendation mode 3
Rename "Bookmark" button to "Favorite" button (it's called favorites...)
Adjustments to category rendering- left align with colon over servername
Simplify a LOT.
Refactor item position code. Should be easier to adapt to new category handling.
ONE BYTE.
Fix bug in begin handling.
Bottom align the headings.
Give the headings 1.5 rows height.
use a proper binary search
...
# By Mario
# Via Mario
* origin/Mario/csqc_models:
Use WriteShort for mins/maxs linking
Comment out size reset (can cause crashes with some models on first load)
Use WriteChar for mins/maxs linking & WriteByte for scale linking
Network colormod to fix sandbox object colors
Add func_breakable CSQC model linking again
Remove func_breakable CSQC model linking
Allow larger model scale
Roughly link onslaught control points
Network model scale, mins & maxs, link sandbox & breakable models with CSQC
# By Mario
# Via Mario
* origin/Mario/respawn_delays:
Fix some issues brought up in the tracker
Only use g_respawn_delay_max if it's higher than normal respawn delay
Add a new option for forced respawn: g_respawn_delay_max. Forces players to spawn after this many seconds or optionally respawn after normal delay