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13 years agoMove code for a check in an already existing function, as recommended by tZork.
Mircea Kitsune [Wed, 2 Mar 2011 21:49:26 +0000 (23:49 +0200)]
Move code for a check in an already existing function, as recommended by tZork.

13 years agoFix an outdated reload system comment, for the sake of correction
Mircea Kitsune [Tue, 1 Mar 2011 23:20:10 +0000 (01:20 +0200)]
Fix an outdated reload system comment, for the sake of correction

13 years agoPrecache the reload sound in one place only, until weapons have individual reload...
Mircea Kitsune [Tue, 1 Mar 2011 21:21:40 +0000 (23:21 +0200)]
Precache the reload sound in one place only, until weapons have individual reload sounds, as suggested by many devs.

13 years agoMerge branch 'master' into mirceakitsune/universal_reload_system
Mircea Kitsune [Mon, 28 Feb 2011 13:27:21 +0000 (15:27 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system

13 years agoUse one less loop
Stephan Stahl [Sun, 27 Feb 2011 16:09:28 +0000 (17:09 +0100)]
Use one less loop

13 years agoremoving the old slider animations is enough
Stephan Stahl [Sat, 19 Feb 2011 18:31:00 +0000 (19:31 +0100)]
removing the old slider animations is enough

13 years agothis way animations should not possible leak ents
Stephan Stahl [Sat, 19 Feb 2011 18:30:26 +0000 (19:30 +0100)]
this way animations should not possible leak ents

13 years agowork around a fteqcc bug; fteqcc currently does not support "var functiontype array[N]"
Rudolf Polzer [Wed, 23 Feb 2011 19:57:40 +0000 (20:57 +0100)]
work around a fteqcc bug; fteqcc currently does not support "var functiontype array[N]"

13 years agofix more issues... still doesn't compile
Rudolf Polzer [Wed, 23 Feb 2011 19:55:13 +0000 (20:55 +0100)]
fix more issues... still doesn't compile

13 years agoundo an accidentally done chaneg in last commit
Rudolf Polzer [Wed, 23 Feb 2011 19:47:42 +0000 (20:47 +0100)]
undo an accidentally done chaneg in last commit

13 years agomutator system: refuse to add a mutator for the second time
Rudolf Polzer [Wed, 23 Feb 2011 19:45:36 +0000 (20:45 +0100)]
mutator system: refuse to add a mutator for the second time

13 years agoORIGINAL GERMAN TOOLTIPS by ItsMe|CapBots
Rudolf Polzer [Wed, 23 Feb 2011 19:31:11 +0000 (20:31 +0100)]
ORIGINAL GERMAN TOOLTIPS by ItsMe|CapBots

13 years agoMerge remote-tracking branch 'origin/terencehill/menu_sounds'
Rudolf Polzer [Sat, 19 Feb 2011 16:34:07 +0000 (17:34 +0100)]
Merge remote-tracking branch 'origin/terencehill/menu_sounds'

13 years agoMerge remote-tracking branch 'origin/terencehill/misc_bugfixes'
Rudolf Polzer [Sat, 19 Feb 2011 16:32:06 +0000 (17:32 +0100)]
Merge remote-tracking branch 'origin/terencehill/misc_bugfixes'

13 years agoMerge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Sat, 19 Feb 2011 16:31:06 +0000 (17:31 +0100)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir

13 years agomove the execution of the font cfg AGAIN
Rudolf Polzer [Fri, 18 Feb 2011 21:25:21 +0000 (22:25 +0100)]
move the execution of the font cfg AGAIN

13 years agoalso support notq3a/notta fields, by considering any teamplay non-DM non-CTF game...
Rudolf Polzer [Fri, 18 Feb 2011 14:55:59 +0000 (15:55 +0100)]
also support notq3a/notta fields, by considering any teamplay non-DM non-CTF game type a "team arena" game type

13 years agosupport Q3A's gametype filtering (notteam, notq3a, notsingle, gametype) as in ioq3...
Rudolf Polzer [Fri, 18 Feb 2011 14:43:33 +0000 (15:43 +0100)]
support Q3A's gametype filtering (notteam, notq3a, notsingle, gametype) as in ioq3 source. Has a known bug it shares with ioq3 (namely, that "gametype" "teamtournament" also matches "tournament" (in Xonotic: arena) and "team" because of retarded substring matching). ONLY the game type names ffa (anything non-teamplay not having a more special name), tournament (Arena), single (maxplayers == 1), team (anything teamplay not having a more special name), ctf (ctf, duh) are supported, as we currently have nothing matching Q3A's oneflag, obelisk, harvester and teamtournament modes!

13 years agomenu sounds improvements:
terencehill [Thu, 17 Feb 2011 21:27:59 +0000 (22:27 +0100)]
menu sounds improvements:
- play menu2 sound on mouse release rather than on mouse press, it makes more sense (particularly for sliders)
- play menu1 sound in focusEnter rather in draw, with very simple (and less expensive) code; the behaviour is the same
- play menu1 sound in focusEnter for sliders too, it's more coherent this way

13 years agoMerge branch 'master' into mirceakitsune/universal_reload_system
Mircea Kitsune [Thu, 17 Feb 2011 14:32:47 +0000 (16:32 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system

Conflicts:
qcsrc/common/constants.qh

13 years agoRadio buttons for crosshair color selection, they work much better
terencehill [Thu, 17 Feb 2011 11:53:16 +0000 (12:53 +0100)]
Radio buttons for crosshair color selection, they work much better

13 years agoMerge remote-tracking branch 'origin/terencehill/misc_bugfixes'
Rudolf Polzer [Wed, 16 Feb 2011 17:42:50 +0000 (18:42 +0100)]
Merge remote-tracking branch 'origin/terencehill/misc_bugfixes'

13 years agoMerge remote-tracking branch 'origin/samual/hud_notify_fontsize'
Rudolf Polzer [Wed, 16 Feb 2011 06:36:56 +0000 (07:36 +0100)]
Merge remote-tracking branch 'origin/samual/hud_notify_fontsize'

13 years agoMerge remote-tracking branch 'origin/samual/defaults_enableradaralways'
Rudolf Polzer [Wed, 16 Feb 2011 06:35:49 +0000 (07:35 +0100)]
Merge remote-tracking branch 'origin/samual/defaults_enableradaralways'

13 years agoMerge remote-tracking branch 'origin/samual/balancesamual'
Rudolf Polzer [Wed, 16 Feb 2011 06:35:16 +0000 (07:35 +0100)]
Merge remote-tracking branch 'origin/samual/balancesamual'

13 years agohud_panel_radar 2 (always on) by default for hud_luminos.cfg -- This is so that modes...
Samual [Tue, 15 Feb 2011 22:31:46 +0000 (17:31 -0500)]
hud_panel_radar 2 (always on) by default for hud_luminos.cfg -- This is so that modes like keepaway work with the radar, and so that the hud is consistent always. Besides: It's always on for other hud configs, why not default regardless of the keepaway aspect?

13 years agofix some translations (by ItsMe|CapBots)
Rudolf Polzer [Tue, 15 Feb 2011 17:01:52 +0000 (18:01 +0100)]
fix some translations (by ItsMe|CapBots)

13 years agofix g_mirrordamage unused definition
Rudolf Polzer [Tue, 15 Feb 2011 06:51:29 +0000 (07:51 +0100)]
fix g_mirrordamage unused definition

13 years agofix two bugs in the recent commits
Rudolf Polzer [Mon, 14 Feb 2011 20:06:03 +0000 (21:06 +0100)]
fix two bugs in the recent commits

13 years agofix triggering of func_train
Rudolf Polzer [Mon, 14 Feb 2011 19:33:50 +0000 (20:33 +0100)]
fix triggering of func_train

13 years agopath_corner: run triggers for target2 to target4 when starting a move towards the...
Rudolf Polzer [Mon, 14 Feb 2011 18:57:10 +0000 (19:57 +0100)]
path_corner: run triggers for target2 to target4 when starting a move towards the corner

13 years agomove hitsound clientside
Rudolf Polzer [Mon, 14 Feb 2011 17:54:19 +0000 (18:54 +0100)]
move hitsound clientside

13 years agoMerge remote branch 'origin/samual/hitindication'
Rudolf Polzer [Mon, 14 Feb 2011 17:46:06 +0000 (18:46 +0100)]
Merge remote branch 'origin/samual/hitindication'

13 years agoIf we drop a weapon that's loaded, give the ammo back to the player. The player will...
Mircea Kitsune [Mon, 14 Feb 2011 16:39:01 +0000 (18:39 +0200)]
If we drop a weapon that's loaded, give the ammo back to the player. The player will then have to reload that weapon if he picks up another one of the same type.

13 years agoMerge branch 'master' into mirceakitsune/universal_reload_system
Mircea Kitsune [Mon, 14 Feb 2011 16:08:51 +0000 (18:08 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system

13 years agoUpdate the starting health (was 150, now 100 -- no weapon can do 100 easily and there...
Samual [Mon, 14 Feb 2011 07:17:24 +0000 (02:17 -0500)]
Update the starting health (was 150, now 100 -- no weapon can do 100 easily and there's already an anti-spawn kill delay so) -- Also, change the refire for the rocketlauncher and lower its guiderate slightly. This makes it more useful for non-combo play and more prefered for mid-range type situations

13 years agoAdd a cvar to control the font size used in hud_notify (note: Still relative, not...
Samual [Mon, 14 Feb 2011 01:16:38 +0000 (20:16 -0500)]
Add a cvar to control the font size used in hud_notify (note: Still relative, not in pixels.. could maybe be adjusted later) - this is so that text isn't always cut off all the time with the notify panel, as usually you can barely see a name when it's cut off with its giant text. 1.0 is original size, 0.8 is proposed size. Personally i'm going to use 0.5 though.

13 years agoALWAYS do hitsound antispam. No need for that weapon check craziness.
Rudolf Polzer [Sun, 13 Feb 2011 20:38:46 +0000 (21:38 +0100)]
ALWAYS do hitsound antispam. No need for that weapon check craziness.

13 years agoMerge remote-tracking branch 'origin/samual/keepaway'
Rudolf Polzer [Sun, 13 Feb 2011 20:29:37 +0000 (21:29 +0100)]
Merge remote-tracking branch 'origin/samual/keepaway'

13 years agoRemove keepaway "type" support which is deprecated.
Samual [Sat, 12 Feb 2011 23:00:21 +0000 (18:00 -0500)]
Remove keepaway "type" support which is deprecated.

13 years agofix a sprintf bug
Rudolf Polzer [Sat, 12 Feb 2011 19:48:07 +0000 (20:48 +0100)]
fix a sprintf bug

13 years agoAdd keepaway information to the scoreboard help command
Samual [Sat, 12 Feb 2011 18:36:42 +0000 (13:36 -0500)]
Add keepaway information to the scoreboard help command

13 years agoRemove drops from keepaway - they're redundant with pickups
Samual [Sat, 12 Feb 2011 18:32:07 +0000 (13:32 -0500)]
Remove drops from keepaway - they're redundant with pickups

13 years agoRename "time" to "bctime" in keepaway so that it doesn't conflict with the real time...
Samual [Sat, 12 Feb 2011 18:27:11 +0000 (13:27 -0500)]
Rename "time" to "bctime" in keepaway so that it doesn't conflict with the real time field

13 years agoRemove an empty line from Player Setup window to make visible the last item (this...
terencehill [Sat, 12 Feb 2011 15:37:43 +0000 (16:37 +0100)]
Remove an empty line from Player Setup window to make visible the last item (this window is really overloaded!)
Also disable crosshair_color_per_weapon checkbox if crosshair_color_by_health is enabled
And remove useless TDempty

13 years agoMake Bookmark button update its text (Bookmark/Remove) on address change
terencehill [Sat, 12 Feb 2011 11:10:37 +0000 (12:10 +0100)]
Make Bookmark button update its text (Bookmark/Remove) on address change

Otherwise when an address is in favorites list (the button shows "Remove"), modifying the input box text the button still shows "Remove" but clicking it the address gets bookmarked

13 years agofix damage bounding in crylink
Rudolf Polzer [Sat, 12 Feb 2011 13:03:07 +0000 (14:03 +0100)]
fix damage bounding in crylink

13 years agolinkexplode: use secondary mode properly
Rudolf Polzer [Sat, 12 Feb 2011 12:59:18 +0000 (13:59 +0100)]
linkexplode: use secondary mode properly

13 years agoActually, that check is not needed at all. If we're holding a weapon we can reload...
Mircea Kitsune [Sat, 12 Feb 2011 00:55:08 +0000 (02:55 +0200)]
Actually, that check is not needed at all. If we're holding a weapon we can reload, it means we're already reloading it, which means it's already being checked :)

13 years ago"we're already holding a weapon we can reload" when we also have some ammo to reload it.
Mircea Kitsune [Sat, 12 Feb 2011 00:37:17 +0000 (02:37 +0200)]
"we're already holding a weapon we can reload" when we also have some ammo to reload it.

13 years agoNo need to check self.weapon here
Mircea Kitsune [Sat, 12 Feb 2011 00:32:35 +0000 (02:32 +0200)]
No need to check self.weapon here

13 years agoMake a comment more correct
Mircea Kitsune [Sat, 12 Feb 2011 00:28:56 +0000 (02:28 +0200)]
Make a comment more correct

13 years agoBot skill level 2 for reloading in-hand weapon. Makes more sense
Mircea Kitsune [Sat, 12 Feb 2011 00:27:39 +0000 (02:27 +0200)]
Bot skill level 2 for reloading in-hand weapon. Makes more sense

13 years agoOnly for bots skill 5 and up. Since only such both can reload weapons in their invent...
Mircea Kitsune [Fri, 11 Feb 2011 23:53:19 +0000 (01:53 +0200)]
Only for bots skill 5 and up. Since only such both can reload weapons in their inventory idly, so not switching to unloaded weapons for lower skills would cause them to never reload their guns. This also makes bots more stupid at lower skills, causing them to switch to guns they'll then have to reload during fighting.

13 years agoOnly refuse reload scheduled weapons if we have something else to switch to. If we...
Mircea Kitsune [Fri, 11 Feb 2011 23:44:24 +0000 (01:44 +0200)]
Only refuse reload scheduled weapons if we have something else to switch to. If we somehow have no other weapon we can use, switch to anything even during combat.

13 years agoSimplify that last code a bit
Mircea Kitsune [Fri, 11 Feb 2011 23:26:18 +0000 (01:26 +0200)]
Simplify that last code a bit

13 years agoOnly avoid a reload scheduled weapon if our current one has ammo. If we're out of...
Mircea Kitsune [Fri, 11 Feb 2011 23:17:49 +0000 (01:17 +0200)]
Only avoid a reload scheduled weapon if our current one has ammo. If we're out of ammo, we must urgently switch to anything else

13 years agoWrite that last code in a better way
Mircea Kitsune [Fri, 11 Feb 2011 23:06:13 +0000 (01:06 +0200)]
Write that last code in a better way

13 years agoBot AI: Don't switch to a weapon scheduled for reloading during combat. We spend...
Mircea Kitsune [Fri, 11 Feb 2011 23:01:56 +0000 (01:01 +0200)]
Bot AI: Don't switch to a weapon scheduled for reloading during combat. We spend time reloading it instead of fighting

13 years agoFix a small issue in reload code
Mircea Kitsune [Fri, 11 Feb 2011 22:55:13 +0000 (00:55 +0200)]
Fix a small issue in reload code

13 years agoRemove the first code. Now that bots know how to reload their weapons during brakes...
Mircea Kitsune [Fri, 11 Feb 2011 22:49:30 +0000 (00:49 +0200)]
Remove the first code. Now that bots know how to reload their weapons during brakes, it might be less intelligent to not switch while reloading during combat.

13 years agoBetter way of checking if we're already holding a weapon we can reload
Mircea Kitsune [Fri, 11 Feb 2011 22:45:55 +0000 (00:45 +0200)]
Better way of checking if we're already holding a weapon we can reload

13 years agoSkill limits for each bot reloading decision. Also improve some comments
Mircea Kitsune [Fri, 11 Feb 2011 22:37:11 +0000 (00:37 +0200)]
Skill limits for each bot reloading decision. Also improve some comments

13 years agoImprove that last code. When not attacking, a bot will switch to all weapons that...
Mircea Kitsune [Fri, 11 Feb 2011 22:28:01 +0000 (00:28 +0200)]
Improve that last code. When not attacking, a bot will switch to all weapons that are not fully loaded, and attempt to reload them, to keep them ready.

13 years agoMake bots reload weapons when not attacking anyone. I'm not sure if the way I'm sendi...
Mircea Kitsune [Fri, 11 Feb 2011 22:06:58 +0000 (00:06 +0200)]
Make bots reload weapons when not attacking anyone. I'm not sure if the way I'm sending the impulse command is ok, however

13 years agoOk, let's do a few changes to the bot AI too. Bots should not switch weapons while...
Mircea Kitsune [Fri, 11 Feb 2011 21:35:43 +0000 (23:35 +0200)]
Ok, let's do a few changes to the bot AI too. Bots should not switch weapons while reloading. Since not being very intelligent, they will end up with lots of unloaded weapons they'll keep switching between, not getting to shoot many of them at all.

13 years agoMerge two voids back again. It makes more sense this way.
Mircea Kitsune [Fri, 11 Feb 2011 21:02:45 +0000 (23:02 +0200)]
Merge two voids back again. It makes more sense this way.

13 years agoBetter comments
Mircea Kitsune [Fri, 11 Feb 2011 20:46:21 +0000 (22:46 +0200)]
Better comments

13 years agoNo need to use floats when calling W_ReloadCheck, as we have the current globals...
Mircea Kitsune [Fri, 11 Feb 2011 20:42:15 +0000 (22:42 +0200)]
No need to use floats when calling W_ReloadCheck, as we have the current globals to use directly.

13 years agoMove all checks where they belong
Mircea Kitsune [Fri, 11 Feb 2011 20:39:05 +0000 (22:39 +0200)]
Move all checks where they belong

13 years agoAttempt to sort the code in a better way
Mircea Kitsune [Fri, 11 Feb 2011 20:35:37 +0000 (22:35 +0200)]
Attempt to sort the code in a better way

13 years agoError case: Skip reloading and warn if attempting to reload a weapon that does not...
Mircea Kitsune [Fri, 11 Feb 2011 20:29:46 +0000 (22:29 +0200)]
Error case: Skip reloading and warn if attempting to reload a weapon that does not have WEP_FLAG_RELOADABLE. Useful for players that make new weapons, if they ever forget to add it.

13 years agoImprove a comment
Mircea Kitsune [Fri, 11 Feb 2011 20:22:59 +0000 (22:22 +0200)]
Improve a comment

13 years agoSkip melee attack for shotgun while reloading
Mircea Kitsune [Fri, 11 Feb 2011 20:20:03 +0000 (22:20 +0200)]
Skip melee attack for shotgun while reloading

13 years agoComment out that last change, rather
Mircea Kitsune [Fri, 11 Feb 2011 20:12:10 +0000 (22:12 +0200)]
Comment out that last change, rather

13 years agoDo not set ATTACK_FINISHED in reload code any more. This causes annoying delays if...
Mircea Kitsune [Fri, 11 Feb 2011 20:09:05 +0000 (22:09 +0200)]
Do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, then quickly switch to another weapon and back to it. Reloading is then canceled, but the 2 second reload time is still there, so your weapon is delayed for 2 seconds without reason.

13 years agoFix that last change
Mircea Kitsune [Fri, 11 Feb 2011 17:26:13 +0000 (19:26 +0200)]
Fix that last change

13 years agoA small change
Mircea Kitsune [Fri, 11 Feb 2011 17:23:35 +0000 (19:23 +0200)]
A small change

13 years agoRename zero_ammo to ammo_none
Mircea Kitsune [Fri, 11 Feb 2011 17:07:35 +0000 (19:07 +0200)]
Rename zero_ammo to ammo_none

13 years agoStop sending ammo type in W_Reload, now that we update self.current_ammo in WR_SETUP...
Mircea Kitsune [Fri, 11 Feb 2011 17:06:21 +0000 (19:06 +0200)]
Stop sending ammo type in W_Reload, now that we update self.current_ammo in WR_SETUP for each weapon.

13 years agoOops, forgot to update the uzi.
Mircea Kitsune [Fri, 11 Feb 2011 17:01:53 +0000 (19:01 +0200)]
Oops, forgot to update the uzi.

13 years agoSet self.current_ammo in each weapon's WR_SETUP stage. That way, this float can be...
Mircea Kitsune [Fri, 11 Feb 2011 16:57:32 +0000 (18:57 +0200)]
Set self.current_ammo in each weapon's WR_SETUP stage. That way, this float can be used for many things throughout the code, and is always updated. Not fully finished.

13 years agoRemove parts of a forgotten feature
Mircea Kitsune [Fri, 11 Feb 2011 16:49:12 +0000 (18:49 +0200)]
Remove parts of a forgotten feature

13 years agoUse the new ammo function for laser and hook too (tested)
Mircea Kitsune [Fri, 11 Feb 2011 16:45:30 +0000 (18:45 +0200)]
Use the new ammo function for laser and hook too (tested)

13 years agoPhase 2. A global ammo decreasing function. Still not fully ready
Mircea Kitsune [Fri, 11 Feb 2011 16:37:31 +0000 (18:37 +0200)]
Phase 2. A global ammo decreasing function. Still not fully ready

13 years agoAdd a visual indicator for when you hit someone. Maybe could be expanded later, or...
Samual [Fri, 11 Feb 2011 16:15:10 +0000 (11:15 -0500)]
Add a visual indicator for when you hit someone. Maybe could be expanded later, or merged with crosshair_pickup.

13 years agoSimplify some minstanex code
Mircea Kitsune [Fri, 11 Feb 2011 15:52:15 +0000 (17:52 +0200)]
Simplify some minstanex code

13 years agoFirst phase, second part.
Mircea Kitsune [Fri, 11 Feb 2011 15:49:01 +0000 (17:49 +0200)]
First phase, second part.

13 years agoAttempt to further simplify the reload code, as requested. First part of the first...
Mircea Kitsune [Fri, 11 Feb 2011 15:31:14 +0000 (17:31 +0200)]
Attempt to further simplify the reload code, as requested. First part of the first phase.

13 years agohave the weapon entities know the ammo field of the weapon
Rudolf Polzer [Fri, 11 Feb 2011 14:54:23 +0000 (15:54 +0100)]
have the weapon entities know the ammo field of the weapon

13 years agoAfter intensively testing the code today, and not receiving any complaints for weeks...
Mircea Kitsune [Thu, 10 Feb 2011 18:22:52 +0000 (20:22 +0200)]
After intensively testing the code today, and not receiving any complaints for weeks, I'm concluding this feature is finished. Revert reload settings to default balance, and mark the code as ready to merge on my end.

13 years agoOops, wrote wrong ammo in sniper rifle by mistake
Mircea Kitsune [Thu, 10 Feb 2011 17:55:07 +0000 (19:55 +0200)]
Oops, wrote wrong ammo in sniper rifle by mistake

13 years agoSmall fix for Electro ammo code
Mircea Kitsune [Thu, 10 Feb 2011 17:48:18 +0000 (19:48 +0200)]
Small fix for Electro ammo code

13 years agoMerge branch 'master' into mirceakitsune/universal_reload_system
Mircea Kitsune [Thu, 10 Feb 2011 16:49:35 +0000 (18:49 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system

13 years agoMerge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Thu, 10 Feb 2011 12:42:21 +0000 (13:42 +0100)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir

13 years agomore translation for French
Rudolf Polzer [Thu, 10 Feb 2011 12:42:01 +0000 (13:42 +0100)]
more translation for French

13 years agofix typo
Rudolf Polzer [Thu, 10 Feb 2011 06:05:58 +0000 (07:05 +0100)]
fix typo

13 years agoMerge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Wed, 9 Feb 2011 20:25:51 +0000 (21:25 +0100)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir

13 years agoadd cl_allow_uidtracking
Rudolf Polzer [Wed, 9 Feb 2011 20:22:43 +0000 (21:22 +0100)]
add cl_allow_uidtracking

13 years agofix part of the last merge, because the "favorite" button is supposed to work even...
Rudolf Polzer [Wed, 9 Feb 2011 12:33:54 +0000 (13:33 +0100)]
fix part of the last merge, because the "favorite" button is supposed to work even with an empty server list, if the server IP text box is not empty