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Branch: master
Commits on Dec 5, 2018
  1. Update build-macosx-app-single.sh script.

    DolceTriade committed Dec 5, 2018
Commits on Oct 15, 2018
  1. Update "update-version-number.sh" script.

    DolceTriade committed Oct 15, 2018
Commits on Oct 14, 2018
  1. Update submodules.

    DolceTriade committed Oct 14, 2018
Commits on Apr 8, 2018
  1. drill: Set the idle animation to loop

    DolceTriade committed Apr 8, 2018
  2. Remove the repeater.

    DolceTriade committed Jan 17, 2018
    The model will be reused for the drill. It's not a very useful
    structure now that humans no longer require power to build.
Commits on Jan 7, 2018
  1. cgame: Update dragoon kill message to denote a claw kill instead of a…

    DolceTriade committed Jan 7, 2018
    … mouth kill.
Commits on Dec 9, 2017
  1. Add a workaround for the animation.cfg warnings

    DolceTriade committed Nov 3, 2017
Commits on Nov 6, 2017
  1. jetpack: Remove the obsolete jetpack_flash model.

    DolceTriade committed Nov 6, 2017
    Fixes #1047
Commits on Oct 31, 2017
  1. Merge branch 'ishq/devgames' into for-0.51.0

    DolceTriade committed Oct 31, 2017
  2. daemon: Uprev daemon to pick up the iterator bug fix

    DolceTriade committed Oct 31, 2017
Commits on Oct 24, 2017
  1. scoreboard: Respect overflow rules.

    DolceTriade committed Oct 24, 2017
  2. sgame: Limit the number of visible characters in a name to 32.

    DolceTriade committed Oct 24, 2017
    Note, that the since each character can be up to 4 bytes, we make
    sure the underlying buffer can hold 128 chars. This ensures that
    people can't have super long names in english, but shorter names in
    other languages.
Commits on Oct 15, 2017
  1. sounds: Fix custom sound loading in cg_players.cpp

    DolceTriade committed Oct 15, 2017
Commits on Oct 14, 2017
  1. players: Restore zOffset to skeletal models.

    DolceTriade committed Oct 14, 2017
  2. bsuit: Horrible hack to stop gun clipping

    DolceTriade committed Oct 14, 2017
Commits on Oct 13, 2017
  1. Fix the human crouching hack

    DolceTriade committed Jan 16, 2017
  2. bsuit: Allow crouching

    DolceTriade committed Dec 15, 2016
    This just allows the bsuit to crouch. Still need to adjust numbers.
  3. Remove the stand_blaster animation

    DolceTriade committed Dec 15, 2016
    We will rely on animation deltas to get proper blaster hand
    positioning
  4. cgame: Merge the CG_Player*Animation functions

    DolceTriade committed Jan 15, 2017
    Unfortunately, I kept the MD5ALienAnimation function because we do
    some funky blending there. A fight for another day.
  5. cgame: Rename clientInfo_t::md5 to clientInfo_t::skeletal

    DolceTriade committed Jan 15, 2017
    Since we now have iqm and md5 models, this name is more appropriate.
    Now, we have clientInfo_t::skeletal for both md5 and iqm models and
    clientInfo_t::iqm to differentiate between md5 and iqm models.
  6. cgame: Remove unnecessary skeleton copy in buildable code

    DolceTriade committed Jan 15, 2017
    R_BuildSkeleton will overwrite anything we copy so there is no point.
  7. players: Don't lean in the direction of travel

    DolceTriade committed Jan 15, 2017
    The animation handles this. Don't do it twice.
  8. humans: Add hack to make crouch start at the last frame when moving f…

    DolceTriade committed Jan 15, 2017
    …rom crouch walk -> crouch
    
    Otherwise, we start blending from the first crouch frame, which is the
    human standing up. This looks funny. If you are already crouching, you
    should return to the crouching state, not stand up then crouch again.
  9. cg_players: Cleanup some errors in the animation code

    DolceTriade committed Jan 15, 2017
    Note there are obviously many more errors, but do this
    for starters.
    
     - Remove duplicated check
     - Avoid bad copy when we copy skel to oldSkeleton.
       right below, we then check whether they have the
       same number of bones. Obviously they do, since we
       just performed a copy and oldSkeleton == skel. This
       is wrong.
Commits on Oct 12, 2017
  1. cgame: Set power down and idle_powerdown animations for all alien bui…

    DolceTriade committed Oct 11, 2017
    …ldables
    
    This is causing animation problems for buildings that don't have these
    set.
  2. power: Refactor power on/off

    DolceTriade committed Oct 11, 2017
    Previously, we would set the power state every frame. This was
    probematic because we would keep messing with the animations every
    time we called the power function. Instead, let power state be
    persistent across frames and set the power only on power state change.
  3. BuildableComponent: return early if power state isn't changing

    DolceTriade committed Oct 11, 2017
    Also fix indentation
  4. mgun: Don't mess with animations in the machine gun turret code. Let …

    DolceTriade committed Oct 11, 2017
    …the BuildableComponent handle animations.
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