Mario [Wed, 5 Aug 2015 12:58:38 +0000 (12:58 +0000)]
Merge branch 'sev/buff_updates' into 'Mario/buff_updates'
Buff revisions
This branch combines all my visual buff updates.
- The buff shaders have been revised for a consistent quality
- Buff icons are added to the HUD themes
- The powerup panel now also shows the buffs with their icons
- The buff colors have been updated
One thing that is left: The buff HUD panel, and all associated cvars, are now obsolete.
If you agree, I can remove them.
Mario [Sun, 2 Aug 2015 12:23:59 +0000 (12:23 +0000)]
Merge branch 'Mario/ctf_updates' into 'master'
Merge branch Mario/ctf_updates (L merge request)
Adds support for 3 and 4 team CTF, along with a couple of other fixes & features (namely one-flag, new reverse mode where flags are not switched & players pickup their own flag, option to delay returning of the flag when it touches the void).
Mario [Sun, 2 Aug 2015 03:00:19 +0000 (03:00 +0000)]
Merge branch 'Mario/weapon_stats' into 'master'
Merge branch Mario/weapon_stats (S merge request)
Hides unavailable weapons from the scoreboard, also attempted fix for scoreboard_accuracy_doublerows (was completely misaligned before, aligns properly now, but shows a load of unnecessary tiles).
Mario [Sun, 2 Aug 2015 02:53:46 +0000 (02:53 +0000)]
Merge branch 'sev/luma_hud_vehicles' into 'master'
Luma vehicle HUD revision
I intended to update some of the vehicle HUD images,
but ended up rewriting the vehicle HUD drawing code as well.
Changes from a developers perspective:
- The server sends more consistent vehicle stats, especially for secondary ammo.
- All vehicles now use a common HUD drawing function.
- All HUD images are drawn in relation to the frame image, rather than being measured individually.
- All vehicle crosshairs are scaled consistently, with cl_vehicles_crosshair_size.
- **Update**: The vehicle images are now fully integrated with the existing HUD themes.
Changes from a players perspective:
- Improved and more consistent crosshairs, also with a special healing crosshair for the Bumblebee.
- Secondary ammo is better represented. The bar shows the total ammo left, instead of reloading after each shot.
While the weapon is unusable during recharge, the icon is grayed out.
- Icons and bars are colored, using the health/armor colors from the main HUD for consistency.
Mario [Sun, 2 Aug 2015 02:38:11 +0000 (02:38 +0000)]
Merge branch 'sev/hud_nades' into 'master'
Nade HUD icons
Currently, the bonus nade is drawn in an unusual way in the ammo panel.
It is split up into different layers, with the top layer being multiplied the
color of the current nade type, which does not work well for Luma.
At the same time, there are separate nade icons for the notification panel.
**New solution**
Have one icon per nade type, use them for both panels.
Mario [Thu, 30 Jul 2015 05:26:59 +0000 (05:26 +0000)]
Merge branch 'sev/menu_icons_mipmap' into 'master'
Fix blurry menu icons
Before I made Luma, new gametype and serverlist icons were added to the existing menu themes.
However, they are too sharp, which causes aliasing in-game.
Seemingly as a quick and dirty fix, some of those images are preloaded with the MIPMAP flag.
This inconsistent drawing of the images causes issues for Luma,
where the icons get too blurry (http://i.imgur.com/9mJCnJA.png).
This branch makes the following fixes:
- All server icons are either fixed or remade, so they don't need MIPMAP.
- Each menu theme can chose itself if the gametype icons need MIPMAP,
with the new theme variable BOOL_GAMETYPELIST_ICON_BLUR.
Rudolf Polzer [Wed, 29 Jul 2015 21:34:02 +0000 (21:34 +0000)]
Merge branch 'sev/hud_font_weights' into 'master'
Adjust font weight for some of the HUD text
This merge request accompanies xonotic/xonotic!11
The new version of the Xolonium fonts features a bolder bold version.
This causes some of the text to become too dense.
Therefore, this branch makes the following changes:
Bold to Regular:
- Scoreboard column titles
- Weapon panel binds/numbers/names
(These are not very important, hence bold is not crucial anyway.)
- Race panel auxiliary info
(The running time is important, hence it remains bold.
The checkpoint delta and penalty is a lot smaller and not bold anymore.)
Regular to Bold:
- Health/Armor panel numbers
(Arguably the most important text on screen, hence they should be bold.)
Ported client side movement prediction to CSQC, both server and client physics are matched as a common physics.qc file.
Also moving triggers and movetypes code to common folders for better organization.
Only a few features have been added to the physics, namely fully predicted jet packs and support for slick (slippery) surfaces.
Rewrite vehicle HUD code: Use common HUD drawing function for all vehicles. Calculate image positions and sizes relative to frame image. Use global cvar for vehicle crosshair scale. Make all ammo bars behave consistently.
Mario [Thu, 16 Jul 2015 09:18:35 +0000 (09:18 +0000)]
Merge branch 'sev/luma_menu_revisions' into 'master'
Minor Luma menu revisions
Minor revisions of some skinvalues and images.
Most notably, this branch removes the "(default)" tag from the skinvalues file, and instead makes the code add it automatically.
This way, it doesn't have to be kept in synch manually, and we can use an i18n string.
Mario [Sun, 12 Jul 2015 11:17:30 +0000 (11:17 +0000)]
Merge branch 'Penguinum/Antiwall' into 'master'
Penguinum/antiwall
Result of [this thread](http://forums.xonotic.org/showthread.php?tid=5441) and [this conversation](https://gitlab.com/xonotic/xonotic-data.pk3dir/commit/7732979dccd0be2d113894202177195626e08ddf#note_1142181).
What was added: fade-out/fade-in for entities, initialized by G_CLIENTMODEL_INIT (at the moment, they are: func_clientwall, func_clientillusionary, misc_clientmodel), ability to deactivate (alpha = 0, solid = SOLID_NOT) or activate (normal condition) them by trigger. Could be useful, for example, for [MrDetonia's map](http://forums.xonotic.org/showthread.php?tid=5251&pid=70359#pid70359).
If you want to see it in action, there is a [test map](https://drive.google.com/file/d/0B4nZJEEvT4LsLTNzazA1VFBLVFk/view?usp=sharing).
Mario [Sat, 11 Jul 2015 14:36:43 +0000 (14:36 +0000)]
Merge branch 'Melanosuchus/gametype_vote' into 'master'
Customizable entries for the gametype voting screen
Adds a system which allow to include customized entries in the gametype voting screen.
These entries are defined by a few cvars:
* sv_vote_gametype_(type)_type : The name of the gametype this entry is based on (eg: dm, tdm, ...)
* sv_vote_gametype_(type)_name : A human-readable name, shown in the voting screen
* sv_vote_gametype_(type)_description : A more detailed description of the gametype, shown in the voting screen
Where (type) is the name of the customized entry.
The icon for custom entries follows the same convention as for regular gametypes,
and the hook sv_vote_gametype_hook_(type) is called as for the real gametypes.
This branch also provides the needed definitions to add **duel** to the voting screen without the need for extra configuration.
(See Xonvote 308 http://xonpickbot.designxenon.com:27500/poll/308)