Mircea Kitsune [Sun, 18 May 2014 20:33:26 +0000 (23:33 +0300)]
Fix animations. A bug with IQM exporting offsets all animations past the 3rd by 2 frames. The "draw" animation needs to be shortened by two frames before exporting.
# By Mario
# Via Mario
* origin/Mario/nade_drop:
Remove an old comment
Limit max angle so player can look backwards & throw nade
Drop nade if the player is looking down when they toss, rather than crouching
# By Mario
# Via Mario
* origin/Mario/spawnsystem_mutator:
Fix compile error
Merge spawnsystem into the existing mutator
Move overkill's spawn system into a separate mutator
# By Severin Meyer
# Via Severin Meyer
* origin/sev/waypointarrow:
Change waypoint arrow to a clean triangle shape. Prevent shadow from overshooting the origin and getting cut off at screen edge
# By terencehill
# Via terencehill
* origin/terencehill/hud_fixes:
HUD config: release mouse buttons and reset modifier keys on menu open
HUD config: when a menu dialog is opened don't block mousepos read as it leads to cursor jumps in the interaction with the menu
Weapons panel in onlyowned mode: enlarge weapon_size to match desired aspect ratio (hud_panel_weapons_aspect) in order to capitalize on panel space
* origin/samual/splashing:
Move the supercontents/nativecontents functions to util.qc
Add proper cvar for the gameplayfix setting
Final cleanup for now
Remove some debug prints
Need advice: Add TODO comment for the gameplayfix cvar
cleanup comments, some debug, add .contentstransition func support
Aaaaand it works.
Working on adding CheckContentsTransition to CSQC movetypes
Begin messing around with contents transition
# By Mario (1) and Samual Lenks (1)
* origin/Mario/nospectators_message:
Update the message a little bit
Show a message in the chat box if g_chat_nospectators is enabled
# By Mario (531) and Samual Lenks (1)
# Via Mario (52) and Samual Lenks (1)
* origin/Mario/monsters: (532 commits)
Clean up monster commands a bit more
Update command aliases to match code
Clean up mobspawn command a little bit
Clean up invasion global functions a bit
Fix mobbutcher command description
Use printf macro
Empty commit so we can test merge request submission again
Don't check if monster has re-spawned when lowering counts
Replace tabs with spaces in REGISTER_MONSTER lists
Fix some invalid cvars
Add some mutator hooks for regen & mob spawning
Clean up CTF monster checks a little
Attempt to clean up commands a bit
Add a mutator hook for accuracy checking & fix notification typo
Show icon for monster deaths
Don't network monsterid
Use spaces in command aliases
Remove some now unused textures
Remove an alias for a no longer valid command
Remove freeze code, monsters no longer use freeze attacks
...
# 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