I tested disabling it by weapon instead of gametype but went with adding
Derby to ignoring 'out of ammo' so Gauntlet behaves like Q3.
Change made in "Disable permanent 'out of ammo' message in Derby"
commit 4745f36e47.
OpenGL2: Fix q3map2 lightstyles effects
OpenGL2: Fix parsing q3gl2_sun without two additional tokens
Fix building QVMs on Linux with Windows line endings
Build QVMs even if there is no QVM JIT
OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess
OpenGL2: Fix r_clear when using HDR/FB-MSAA
OpenGL2: Fix FB-MSAA on AMD Windows driver
OpenGL2: Fix updating the loading screen with r_cubeMapping 1
— Removed haze.ogg. It was temporary music for q3r_babel.
— Added a vignette with noise on the map loading screen.
— Added support for multiple music tracks in the main menu.
— Fixed strncpy error in ui_menu.c appearing during build compie.
— Version update. Looks like version 0.5 will slowly be done without P3rle. I miss him so much.
Ah yes, I'm not a coder.
Reducing camera angle in damageYaw to 8-bit caused camera to be limited
to 256 angles and not rotate smoothly.
Restore setting it locally in higher precision as a separate variable
(damageAngles) but still keep it as 8-bit in damagePitch/damageYaw so
it networks correctly.
Issue introduced in "Fix sending angles in damagePitch/damageYaw".
angle/angles is set for info_player_intermission in Q3Rally maps
(and used by Quake 3), not angles2.
(This also required the previous commit to fix angles that CGame
received.)
damagePitch/damageYaw are send over the network as 8-bit but Q3Rally
stored 16-bit short for angle in them. This caused CGame to have
different angles than Game.
Fixed another minor typo or two
Minor typo correction to be_aas_file.c
Add .gitignore to msvc10 folder
Added .gitignore to msvc folder
Fix macOS client/server failing to start from terminal
nsis: Remove Speex library
nsis: Require installing SDL
Don't list mod directories at Windows drive root
- Correct the software license to be GPL-2.0-or-later.
- Remove the hyphen in the developer name.
- Add social-audio intense due to unmoderated voice chat.
- Some syntax / order changes to match ioquake3's metainfo.
Use absolute mouse input instead of relative in the menus. Convert the
absolute position to relative movement in virtual "640x480 but aspect
correct" coords and preserve fractional movement. Synchronize the
position of the UI's menu cursor by forcing it to 0,0 and then sending
a delta of the current position in virtual coords.
The cursor can also freely move out of the window in the menu.
A use function was added to func_breakable so it can be destroyed when
triggered by an entity but it stopped using health when shot.
Issue introduced in e0418bd2d4.