Scaled the weapon models down about 30% to match 2.5.2 sizes. Except the tuba, I...
[divverent/nexuiz.git] / data / qcsrc / server / w_grenadelauncher.qc
2010-03-02 div0change speed_up_zonly to an extra speed_z variable
2010-02-24 fruitiexnew cvar: allow grenade speed_up to only affect z-axis...
2010-02-24 fruitiexresurrect the nexrun dm stuff with a *few* changes :)
2010-02-09 fruitiexclientside announcers, patch by Taoki with some minor...
2010-01-22 div0make the weapon declaration lines more self explaining
2010-01-22 div0Dynamic weapon system - assign weapon IDs dynamically
2009-11-07 div0different probability distributions for spread (quake...
2009-09-14 div0whereever event_damage is set (or damageforcescale...
2009-07-29 div0make projectiles SOLID_TRIGGER for a test
2009-07-23 div0undo the most stupid change to RadiusDamage EVER
2009-07-18 mand1ngaFix accuracy stats (#400)
2009-06-23 div0directhit fix;
2009-06-11 mand1ngaSupport for accuracy stats by Diabolik. See your stats...
2009-06-03 div0more projectile health cvars
2009-05-29 div0fix grenade launcher through floor
2009-05-08 mrbougoNexball HUD fix, and using the porto as weapon now
2009-05-04 div0undo "TrueAim" for mortar and electro secondary - it...
2009-04-22 mrbougoNexball goes official :D
2009-04-19 div0fix sound spam issue with projectiles stuck on jumppads
2009-03-17 div0fix some serious csqcprojectile bugs (regarding collisi...
2009-03-15 div0fix some precaches
2009-03-15 div0handle casings using the "shell" tag; make them go...
2009-02-23 morphedlots of weapon content changes, new models, new animati...
2009-01-29 div0make all assignments to SendEntity go through Net_LinkE...
2009-01-19 div0fix the other precaches
2009-01-17 div0now all projectile hit effects are clientside
2009-01-16 div0the next batch of weapons using the new projectile...
2008-11-06 div0fix the sound madness once and for all: change ogg...
2008-11-01 div0factor out noimpact checks, make ALL projectiles use...
2008-10-30 div0move airshot and electrobitch to a place where they...
2008-10-27 div0fix radiusdamage recursions
2008-10-24 div0unlimited ammo revisited: distinguish between superweap...
2008-10-16 div0use "airshot" for in-air mortar hit
2008-10-10 div0separated out the mortar trail and the hagar trail...
2008-10-09 div0more death types (now weapons know whether the hit...
2008-09-15 esteelcvar'd projectile health.. try g_balance_rocketlauncher...
2008-09-05 div0trigger_items
2008-09-04 div0g_weaponreplace_*
2008-09-02 div0new weapon (no models for it yet, and still using debug...
2008-09-02 div0weapon_setup no longer needed its second argument,...
2008-09-02 div0more modular weapon system
2008-09-02 div0more Portar fixes
2008-09-02 div0huge patch that breaks everything: add a new stat ...
2008-09-02 div0mall stupid mod: the Portar (compile with -DPORTAR...
2008-08-06 div0gave some entity channels more descriptive names; add...
2008-08-06 div0reassign the sound channels in a more meaningful way...
2008-08-05 div0two big changes:
2008-07-01 div0change all function declarations (except builtins and...
2008-06-30 div0use the button macros everywhere
2008-01-22 lordhavocchanged all te_ effects (except te_bloodshower) to...
2008-01-09 lordhavocadded muzzleflash effects for all weapons (most emit...
2007-10-06 div0make use of DP_CON_BESTWEAPON to make the bestweapon...
2007-05-23 lordhavocmortar shells should cast shadows
2007-05-22 lordhavocfix W_SetupShot calls to not have any start points...
2007-05-04 lordhavocvery major cleanup of precache code, this patch reduced...
2007-04-26 lordhavocchanged all sound names from .ogg to .wav, the engine...
2007-04-18 div0set lowprecision whereever possible
2007-03-16 div0added: g_projectiles_newton_style
2006-12-03 kadaverjackthere are 6 bounce sounds now, so let's use all of...
2006-08-17 div0Qantourisc's improved havocbots AI - have fun!
2006-06-12 lordhavocrenamed and moved all gamec/*.[ch] files to *.q[ch]