blackhc [Thu, 9 Jun 2005 20:17:29 +0000 (20:17 +0000)]
-The Loading/Saving messageboxes now also have the settings type in their title.
-Added basic plugin support:
Add a .plugin file to menu/plugin to make the menu parse the file. More to follow perhaps.
blackhc [Thu, 9 Jun 2005 17:42:47 +0000 (17:42 +0000)]
-Added a management window to creategame, which allows you to save and load
game, weapon and maplist settings.
-Added 'show score' and 'toggle console' to the controls menu.
-Fixed fopen in the menu (strips off data/ from the path).
-If the menu loses input focus, it hides now (instead of regaining it
use #define BRAVEMENU to force the latter behavior).
-Added Data_ExecString and the ITEM_DATA_SAVE_EXECSTRING event to make it
possible to save the value of a cvar in a config conform way.
-The maplist now uses the cvars g_maplist and g_maplist_index.
-Added Item_DataLink_Nex_FileList.
-Added Nex_MessageBox.
lordhavoc [Mon, 6 Jun 2005 07:15:53 +0000 (07:15 +0000)]
set classname to droppedweapon again after spawning a dropped weapon just to be absolutely sure the weapon won't respawn (not that there is anything changing it... but trying to be defensive on this code)
change the way EF_STARDUST is removed after an item respawns
blackhc [Sun, 5 Jun 2005 11:07:31 +0000 (11:07 +0000)]
-If developer == 0 and you arent connected to a server, the menu is
automatically displaying itself.
-Fixed the demo playback problem (mouse is still no reacting though).
blackhc [Sat, 4 Jun 2005 22:05:10 +0000 (22:05 +0000)]
-Changed the maxValue from 999.0 to 9999.0 so the weapon settings should be
fully editable now.
-Added FOV to the player menu.
-The resolution text switch has a 'Custom' entry now, so it wont display
'320x240' anymore when you use custom resoltutions.
-Removed the unused Nex_Color_Option_Slider.
-Added the compile-time constants PROFILESTRZONE(disabled) and AVOIDSTRZONES(enabled):
the first will make DP list strzone and strunzone in the prvm_profiles,
the second reduces the number of strzone and strunzone calls (used strcmp instead).
lordhavoc [Sat, 4 Jun 2005 11:25:40 +0000 (11:25 +0000)]
now uses a spawn furthest algorithm when choosing spawn points, with a high randomization so it is pretty unpredictable when there isn't a big difference between choices
lordhavoc [Mon, 30 May 2005 08:51:07 +0000 (08:51 +0000)]
implemented rocket and electro fly sounds
cleaned up nearly all sound() calls to use more appropriate channels
renamed sound/weapons/missile_fly.wav to sound/weapons/rocket_fly.wav and sound/weapons/plasmahit.wav to sound/weapons/electro_impact.wav
inlined ImpactEffect code (eliminating the unnecessary function)
changed bullet richochet sounds to use PointSound rather than playing them at the player location
sorted and cleaned worldspawn precaches
implemented experimental g_antilag cvar (makes a lagged player autoaim at the enemy they clicked on, not very useful with slow weapons)
rewrote SV_PlayerPhysics (now more sane)
now does a stuffcmd to set cl_movement cvars on a client when they join
added missing file comments to bot waypoint editor code and disabled precaches of these missing files to get rid of warnings
blackhc [Wed, 25 May 2005 08:49:09 +0000 (08:49 +0000)]
-Added Toddd's menu2 sound to the main menu buttons.
-Added a pragma to enable logicops in the menu.
-If a textswitch doesnt find a match, it now uses the first entry of the switch.
-Changed scmenu_debug_step to really step through the menu (not just calling
m_hide): Set it to 1 to halt the menu system, set it to 2 to proceed 1 frame
and then halt the menu system again.
-Some minor changes that give me 1 FPS more in DP �_�
blackhc [Mon, 16 May 2005 19:41:55 +0000 (19:41 +0000)]
-The menu now uses the altstring builtins instead of its own implementatin.
Perhaps a speed gain but I question it.
-Added Nex_Action_PlaySound and Nex_Action_PlaySoundOnce.
-The menu nows plays the kewl "Welcome to Nexuiz" sound.
-Changed the key menu's arrangement a bit (really only a bit).
lordhavoc [Sat, 14 May 2005 23:04:56 +0000 (23:04 +0000)]
renamed nullfunction to SUB_Null and gave it a definition to hush compiler warnings
added g_fullbrightitems cvar
removed norespawn field, instead dropped weapons check if their classname is "droppedweapon", and VanishOrRemove (called by SetFade stuff) checks FL_CLIENT (since players are the only thing that fade and can respawn), this fixes a buildup of expired muzzleflash effects (thanks to Spike for reporting this)
lordhavoc [Wed, 11 May 2005 03:21:16 +0000 (03:21 +0000)]
cleaned a lot of weapon code
merged Attack2 code into Attack code for all weapons to reduce code and improve consistency
changed crylink primary fire from 7 projectiles to 5 to be consistent with secondary fire
added te_smallflash calls when firing crylink, electro, grenade launcher, and rocket launcher
blackhc [Thu, 5 May 2005 21:29:44 +0000 (21:29 +0000)]
-Changed Item_List to only call the action event when an entry is double-clicked.
-Changed the behavior of the maplist:
*double-click on the active list removes the selected map
*double-click on the maplist list adds the selected map
-MapList should now be refreshed every time the menu is reopened.
-Added back mouse support to Item_List (and changed it to be actually useful).
-Some very minor changes to some items in the menu.
-Added Nex_Action_ResetData to options.qm.
-Fixed a bug in Item_DataLink_ClampedValue.
-Fixed a bug in _IDNK_Reset.
-Added default values to key.menu
-Added 'Reset' buttons to all options windows and 'Weapon Settings' and
'Game Settings' in creategame/.
-Added DataLink_Setting and changed all settings cvars in weapons and game to
use it.
-Added two constants which specify the default size of the slider and sliderbar.
cleaned up effects handling in powerup code, so that powerups won't mess up eachothers' effects
added EF_FULLBRIGHT to powerup effects
fixed a number of NaN errors due to hitloc '0 0 0' in various Damage calls
-Moved Options::Table1 to Options::Panel::*::Table1
-Added TeamColor support to the Player options menu
-Changed player.qm to support the 'new' DataContainers
-Added Item_Data_Nex_Color to support DP's color cmd and _cl_color cvar.
-Moved Weapon and Server to Create Game (now known as Game Settings and
Weapon Settings)
-Changed the width of the Create Game panel to 900
-Changed Arrangement to support Align_First (used in Weapon Settings)
(BTW, look into creategame/weapon.menu to see the hack)