Samual [Mon, 14 Mar 2011 05:47:05 +0000 (01:47 -0400)]
Fix some of the broken things in univeral_reload_system merge to master. -- this should've been done before merging! but, anyway it's mostly fine now. Has problems with weaponarena though... need to figure that out.
Mircea Kitsune [Sat, 12 Mar 2011 22:29:45 +0000 (00:29 +0200)]
Separate rings for Nex charge / MineLayer mines and reload. You can now see everything when using the nex with both charge and reloading enabled, or the minelayer with limited mines and reloading. The rings also won't overlap, and ammo rings can be individually sized and toggled.
Rudolf Polzer [Wed, 9 Mar 2011 11:53:20 +0000 (12:53 +0100)]
Fix some stupidities in the code I just merged: changing the log output is bad so long after it got done that way (people may be parsing it!), and the %d in the printfs were there for a reason (I know using %s there would be more efficient, but %d tells what that data actually IS)
terencehill [Tue, 8 Mar 2011 18:42:34 +0000 (19:42 +0100)]
Add missing cl_swapattacks_minelayer to hook-firing_swap.cfg
Also apply weapon impulse order to cl_swapattacks_* cvars list for future easier maintenance
terencehill [Mon, 7 Mar 2011 23:11:48 +0000 (00:11 +0100)]
Do not use spaces within string logged by sv_eventlog
Not sure it's a requirement, but I note that every other logged string got no space, so... if I'm wrong pls revert :)
Samual [Thu, 3 Mar 2011 04:25:53 +0000 (23:25 -0500)]
Fix the lifetimes for projectiles (THEY USED TO BE WAY TOO HIGH!) -- Also change the damage of the HLAC, even though i'm going to remove it later for now it will be "balanced."
Mircea Kitsune [Wed, 2 Mar 2011 22:21:16 +0000 (00:21 +0200)]
crosshair_ring instead of crosshair_ring_sniperrifle. Since the ammo cvars can be set to any value, and the ring for reloading must not have any spacings. I believe the crosshair_ring_sniperrifle image can be deleted, as its no longer used, but I won't do this in this branch
Mircea Kitsune [Wed, 2 Mar 2011 22:19:06 +0000 (00:19 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system, with some VERY conflicting changes. This is why I have waiting a long time for a branch to get merged in master.
Mircea Kitsune [Wed, 2 Mar 2011 15:46:01 +0000 (17:46 +0200)]
Disable the blur and sharpen effects by default. They qualify as fancier rendering effects IMO, and as long as they're in the menu, they're best off I think.
Mircea Kitsune [Tue, 1 Mar 2011 17:39:46 +0000 (19:39 +0200)]
Fix uservec*_enable cvars getting set dynamically, causing hiccups. They will now be turned on or off if the features that use them are on or off. This addresses the merge request on the previous commit (when I had not noticed the issue yet).
Mircea Kitsune [Tue, 1 Mar 2011 13:29:48 +0000 (15:29 +0200)]
Fix possibility of blur getting stuck on when it's not the case to apply it (eg: your screen remained damage blurred, you restarted Xonotic, and when you connected again you'd be stuck with the last blur state)
Rudolf Polzer [Fri, 18 Feb 2011 14:43:33 +0000 (15:43 +0100)]
support Q3A's gametype filtering (notteam, notq3a, notsingle, gametype) as in ioq3 source. Has a known bug it shares with ioq3 (namely, that "gametype" "teamtournament" also matches "tournament" (in Xonotic: arena) and "team" because of retarded substring matching). ONLY the game type names ffa (anything non-teamplay not having a more special name), tournament (Arena), single (maxplayers == 1), team (anything teamplay not having a more special name), ctf (ctf, duh) are supported, as we currently have nothing matching Q3A's oneflag, obelisk, harvester and teamtournament modes!
terencehill [Thu, 17 Feb 2011 21:27:59 +0000 (22:27 +0100)]
menu sounds improvements:
- play menu2 sound on mouse release rather than on mouse press, it makes more sense (particularly for sliders)
- play menu1 sound in focusEnter rather in draw, with very simple (and less expensive) code; the behaviour is the same
- play menu1 sound in focusEnter for sliders too, it's more coherent this way