Juhu [Sat, 14 Jan 2023 23:56:44 +0000 (00:56 +0100)]
strafehud: merge the preaccel zone into the accel zone and make it use a gradient if gradient style is active, add hud_panel_strafehud_bar_preaccel to optionally ignore this part of the accel zone
Juhu [Wed, 14 Sep 2022 08:07:21 +0000 (10:07 +0200)]
strafehud: detect zero friction frame on landing, remove ground timeout which became useless due to that, rename air timeout to ground timeout and refactor all timeout code
Juhu [Sat, 10 Sep 2022 17:57:28 +0000 (19:57 +0200)]
strafehud: adjust strafehud to match actual behaviour of physics code in various situations
fixed various bugs causing inaccuracies when air strafe turning
take friction into account while on ground
fixed swimming detection and remove code that tries to handle water strafing since swimming uses 3D velocity physics which is not supported by the strafehud
removed hud_panel_strafehud_antiflicker_speed since it is no longer used
tweaked slick detector a bit
bones_was_here [Sat, 18 Jun 2022 06:54:02 +0000 (16:54 +1000)]
Increase Xonotic version to 0.8.5
Also update version compatibility policy:
DisableServerBackwardsCompatibility() is removed, allowing 0.9.0 to join
servers running the last 0.8.x release.
Instead the general policy is to support the previous release on a
"best effort" basis.
bones_was_here [Sun, 12 Jun 2022 00:00:05 +0000 (10:00 +1000)]
sv_maxidle_playertospectator: fix joining players getting moved to spec immediately
In gametypes without teams, if the player left the welcome dialog open for
the duration of sv_maxidle_playertospectator and then clicked join,
they were immediately moved back to spec for idling.
This could happen with any menu dialog or console command that allowed
joining without changing CSQC button state or mouse angle.
It was not noticeable prior to !1021 because pressing jump to join
changed the player's button state which reset their idlesince.
sv_maxidle_minplayers would have prevented this being found in local testing.
Mario [Mon, 6 Jun 2022 08:19:43 +0000 (18:19 +1000)]
Disable the bubbly particles that show while holding the Speed powerup, as the effect is too subtle to notice while being a distraction in first person view, closes #2668
Mario [Thu, 2 Jun 2022 01:37:14 +0000 (11:37 +1000)]
Update cl_modeldetailreduction description to note that it applies to any non-player and non-weapon models, remove old Invasion teamplay cvars from configuration
Mario [Thu, 2 Jun 2022 01:32:31 +0000 (11:32 +1000)]
Prevent monsters from attacking when the match is stopped, rename shambler sounds to golem, allow customising the maximum range a mage can teleport to players from
drjaska [Sun, 22 May 2022 18:58:42 +0000 (21:58 +0300)]
weapon independency fixes
Damage() function now checks that the target entity does not have a realowner which is another independent player before dealing damage and/or force to it
fireball's primary BFG no longer tries to target independent players
fireball's secondary "turrets" no longer try to target independent players
they also ignore frozen players as suggested by terence
electro's primary's explosion no longer explodes electro balls owned by other independent players
electro's primary's midair combo no longer explodes electro balls owned by other independent players
electro's comboexplosion no longer explodes electro balls owned by other independent players
terencehill [Sun, 15 May 2022 13:53:06 +0000 (15:53 +0200)]
Call centerprint countdown only in the first tic, it will continue automatically in the remaining tics. Hopefully it fixes ^COUNT occasionally shown in the last tic, probably due to lags
terencehill [Thu, 12 May 2022 00:48:56 +0000 (02:48 +0200)]
Make bots observers (for one frame) before joining the game and put them in a team in PutPlayerInServer so that everything gets initialized in the same way as for human players.
It fixes a bug where bots connecting in the middle of a CA round join a team (with a message announcing it) and immediately leave it because joining a team is not allowed.