Mario [Mon, 26 Dec 2016 13:25:41 +0000 (23:25 +1000)]
Hunter-Killer: Only loop through entities that can be damaged by contents (not perfect coverage, but avoids checking EVERY entity within a 5000 qu radius)
terencehill [Mon, 26 Dec 2016 00:17:32 +0000 (01:17 +0100)]
Custom weapon priorities for bots: improve rating scale calculation by excluding not usable weapons (weapons are still overrated but not as much as before)
terencehill [Sun, 25 Dec 2016 09:06:49 +0000 (10:06 +0100)]
Remove path to unreachable goals that lead to falling off the map (example case: on Xoylent from the upper Mega Armor down to the hole to the lowest level when the mortar is picked up)
terencehill [Mon, 19 Dec 2016 17:43:42 +0000 (18:43 +0100)]
Bot logic: tweak bunnyhop stop distance, improve trigger_hurt detection and bot reaction if one is found in front of it. Now there's little chance of falling off the map getting the Mortar on Dance, furthermore bots can now bunnyhop on paths with harmless holes (see lower level of Implosion)
terencehill [Mon, 19 Dec 2016 17:32:02 +0000 (18:32 +0100)]
Add some randomness to the goal selection when a bot is stuck on a jump pad, increasing chances to unstuck bots (e.g. on the jump pad near the ctf team base on Implosion)
Mario [Sat, 10 Dec 2016 06:24:31 +0000 (06:24 +0000)]
Merge branch 'DefaultUser/armormega' into 'master'
Armor and Health name inconsistency
Fixes item name inconsistency (see Issue #1490) of Armor and Health by renaming HealthLarge to HealthBig and ArmorLarge to ArmorMega as well as all associated cvars
See https://gitlab.com/xonotic/xonotic-maps.pk3dir/tree/DefaultUser/entity_def for updated entity definitions for radiant
Mario [Sat, 10 Dec 2016 06:20:22 +0000 (06:20 +0000)]
Merge branch 'terencehill/ca_bots_fix' into 'master'
CA and LMS: fix for bots getting stuck
* CA: fix bots getting stuck right after one of them dies
* LMS: fix bots getting stuck right after one of them is out of lives
* Fix "bot_cmd X pause" command not always working
Mario [Sat, 10 Dec 2016 06:13:34 +0000 (06:13 +0000)]
Merge branch 'terencehill/gameover_stuff' into 'master'
gameover stuff
* Assault: when the first round ends show the message "Objective destroyed in X minutes" and block the game for 5 seconds before starting the other round in order to show objective destruction
* When a round ends block players and switch to 3rd person view (affected game types: Clan Arena, Domination, Freeze Tag, Invasion, Onslaught)
Implementation details:
* intermission_running and gameover are now 2 different conditions
* if set gameover has the effect of blocking players and triggering 3rd person view (eventchase); server must reset (respawn) players and vehicles (round_handler takes care of it) when resetting gameover to false.
Martin Taibr [Fri, 2 Dec 2016 18:43:11 +0000 (19:43 +0100)]
Fix fireBullet(), increase MAX_SHOT_DISTANCE
Previously, when the nearest target was beyond MAX_SHOT_DISTANCE, the trace ended and the code assumed a wall was hit. It then proceeded to penetrate the non-existent wall up to g_ballistics_mindistance, dropping out of said wall and penetrating the next non-existent wall, repeatedly, until the weapon's solidpenetration was exhausted after going through 50 such walls with overkill's MG, resulting in massive FPS drops and lag spikes on large maps.
Now, if nothing is hit, we just bail out immediately.
Additionally, I increased MAX_SHOT_DISTANCE to make sure hitscan weapons like MG and vortex don't stop mid air even on large maps.
terencehill [Thu, 1 Dec 2016 18:41:53 +0000 (19:41 +0100)]
Instead of hiding waypoints for eliminated players in CA clientside make so that server never sends private entcs informations of spectators as they're pointless. This way names above eliminated player (CA) and quitters (LMS) don't appear as well as their icons in the radar (CA and LMS); it also reduces bandwith usage
This commit reverts 8923c4865 "CA: fix name tags getting displayed above eliminated players (when they are spectating or observing). It fixes #1813"