r6677 | div0 | 2009-05-06 08:41:57 +0200 (Wed, 06 May 2009) | 2 lines
non-gameplay change: consistently apply the speed multipliers in player physics
r6678 | div0 | 2009-05-06 08:53:09 +0200 (Wed, 06 May 2009) | 2 lines
a little bit more cleanup; allow sv_maxairspeed > sv_maxspeed
r6679 | div0 | 2009-05-07 09:15:02 +0200 (Thu, 07 May 2009) | 2 lines
factor out Q3's PM_Accelerate function
r6680 | div0 | 2009-05-07 10:28:53 +0200 (Thu, 07 May 2009) | 2 lines
Wsw-like physics modes (needs current engine from svn)
r6681 | div0 | 2009-05-08 07:38:56 +0200 (Fri, 08 May 2009) | 2 lines
CPMA nex-adapted player physics
r6682 | div0 | 2009-05-08 08:24:32 +0200 (Fri, 08 May 2009) | 1 line
r6683 | div0 | 2009-05-08 08:25:05 +0200 (Fri, 08 May 2009) | 2 lines
fix water accel/friction
r6684 | div0 | 2009-05-08 09:32:10 +0200 (Fri, 08 May 2009) | 2 lines
make menu QC aware of the engine now resolving DNS names in favorites
r6685 | div0 | 2009-05-08 11:45:43 +0200 (Fri, 08 May 2009) | 2 lines
in warsow bunny mode, CPM_PM_Aircontrol never does anything. Stupid.
r6686 | div0 | 2009-05-08 11:58:44 +0200 (Fri, 08 May 2009) | 6 lines
simplifying Warsow-style physics code even more, as it now can use a common code path with Quake-style physics (the only difference there is is when moving forward only).
This could be done after the observation that CPMA-style acceleration never kicks in in Warsow mode.
The sv_aircontrol is now expected to be zero in Warsow-style mode, as it does nothing in that mode anyway! If you do set it, you get Warsow and CPMA air control added!
r6687 | div0 | 2009-05-08 12:19:19 +0200 (Fri, 08 May 2009) | 2 lines
in-development warsow physics cfg from jal
r6688 | div0 | 2009-05-08 13:00:48 +0200 (Fri, 08 May 2009) | 2 lines
add sv_gravity to the physics settings files
r6689 | morphed | 2009-05-08 14:15:28 +0200 (Fri, 08 May 2009) | 1 line
new control point pad and icon + code changes for them (with big help from Taoki)
r6690 | div0 | 2009-05-08 15:53:28 +0200 (Fri, 08 May 2009) | 2 lines
update FruitieX's CPMA-style Nexuiz physics
r6691 | mrbougo | 2009-05-08 20:49:57 +0200 (Fri, 08 May 2009) | 1 line
Nexball HUD fix, and using the porto as weapon now
r6692 | morphed | 2009-05-09 01:33:13 +0200 (Sat, 09 May 2009) | 1 line
new behavior for control point icon (by Taoki)
r6693 | m0rfar | 2009-05-09 12:04:27 +0200 (Sat, 09 May 2009) | 1 line
Changed default onslaught generator health to 5000hp. Indirectly fixing Bug #211
r6694 | div0 | 2009-05-09 17:34:28 +0200 (Sat, 09 May 2009) | 2 lines
make sv_doublejump safer by blocking jumping for up to 0.1s after jumping
r6695 | mand1nga | 2009-05-10 05:22:41 +0200 (Sun, 10 May 2009) | 1 line
Disallowed the removal of auto-generated waypoints
r6696 | mand1nga | 2009-05-10 05:30:28 +0200 (Sun, 10 May 2009) | 1 line
Added support for custom, per-bot waypoints. Required to make them arrive to any specific coordinate on the map.
r6697 | mand1nga | 2009-05-10 05:33:44 +0200 (Sun, 10 May 2009) | 1 line
Added moveto and resetgoal bot commands
git-svn-id: svn://svn.icculus.org/nexuiz/branches/nexuiz-2.0@6761
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