It fixes the problem, that during spectating in 1st person view,
when spectated player collided (for example with wall) and crouched,
then his crouches weren't visible for player1.
Earlier if player held grenade in the hands and other player
connected to server and started to spectate him, then this second
player always saw assault rifle stats on the HUD as previously
selected weapon. It happens, because new client doesn't know, what
was previous weapon of players on the server, which didn't switch
yet weapon after its connection, so GUN_ASSAULT is set by default.
So if first player used for e.g. sniper rifle, then displayed ammo
stats were 0/0. Now then are displayed stats of primary weapon.
The script converted paths only when "mapmodel" or "texture"
strings were at beginning of the lines, now that is changed,
in order to paths will be converted also in, for example,
commented out lines.
Also changed name of the script to more proper.
Accuracy will be displayed only then, if scoreboard will be enabled, and
only for current weapon - in order to focus attention of players more on
gameplay/work for team than personal stats.
Added "accuracyinfo" command to see accuracy of all used weapons in
output console.
Added some cleanups and fixed memory leak.
When client connected to server (or started to play demo), where there was
a player dead since this client connecting, then position of the player
on minimap (and radar) was displayed wrongly outside of the map, sometimes
for the whole match. Now such positions will be hidden.
Stock strftime doesn't use capitalized "P", so for example on Windows
the wall clock didn't appear for 12h format. PM and AM are converted
to lowercase.
1. Counting backward for gametimedisplay = 1 and forward for 2. The setting
added to HUD menu.
2. Changed name from clockdisplay to gimetimedisplay, in order to
distinguish clocks with system time and game time.
3. Added to wall clock options with UTC/GMT time and 12h format.
DOCREF clockcount clockdisplay gametimedisplay
In second and next lines server description lost formatting, so also
colors, and it could be cut.
Now text in footer will be also divided by spaces, and not characters
(not applicable in case of long continuous strings).
LAN servers should be always visible, when user opens serverbrowser with
LAN servers only. And don't allow to switch from there to alternate views,
because for searchlan = 2 it doesn't make sense.
When spectator will send in non-team mode a message in team chat, then
other spectators will see it in blue colour - earlier was wrongly green,
like for normal chat.
When player1 spectated alive player and this watched player disconnected,
then camera1 pointed out still this non-existing player, for one main loop.
It had such negative effects, that hudgun could disappear to AC restart,
also AC crashed sometimes.
Tested mainly in tosok, on last alive player in a team.
It's solution for missing hit/shot/etc. sounds:
1. decrease priority of ambient sounds to low, in order to hear more
non-ambient sounds with priority greater than low;
2. increase amount of sound channels to hear more sounds. Newer sound
cards on PC should be able to use more channels than only 32;
3. improve preset sound settings.
Remark: after these changes for default value of mapsoundrefresh (10)
break in playing ambient sounds, caused by playing sounds with greater
priority, isn't practically audible. The break is audible for greater
value, for example for mapsoundrefresh=1000.
Remarks:
1. Changed order in keycmds lets to keep alphabetical order in saved.cfg .
2. Earlier long information in docs about arguments of command could be
invisible for low aspect ratio (example: "weapon" command), now it's fixed.
Before values of botsshoot and idlebots were showed wrong, when bot mode
wasn't earlier triggered, and later these values were overwrote after
start of bot mode (thx harps).
Added features on minimap/radar:
1. local player is visible only when he doesn't follow;
2. player followed (watched) in third person point of view is visible
and his team too;
3. fix issue #99 ;
4. fix map position on radar, when player is followed in 3rd person pov -
before map didn't move with the followed player.
The commit increases very much speed of demo rewind and also prevents
AC freeze for gamespeed = 1000.
It may degrade physics for gamespeed = 1000 on very low end machines.
After dropping the flag player1 will see for a very short moment,
before flag position will be updated by server, flag dropped at player1
position. Earlier he could see for this moment flag dropped in a place,
when it was picked up.
The bug caused SIGTRAP during fastforwading demo in debug mode, when other
players disconnected.
These asserts were removed, because they can be triggered because of a bug.
1. In multiplayer this switching isn't allowed, because it was broken
and messed up, for example other players didn't see concurrently
spectating and editing player.
2. In demo mode switching from spectate to edit mode is improved.
3. Several years broken code for edit mode is reverted.
No more sounds audible on the whole map in bot modes, when bots change
weapon or have no ammo.
Gun change sound in bot code was a duplicate, so removed.
Changes:
1. added single aliases bounded to the keys, in order to maintain easier
the binds;
2. cleaned up binds;
3. updated Keyboard menu and fixed searching binds.
Remark: aliases bounded to the keys shouldn't have leading and trailing
white spaces, if they are present in Keyboard menu, otherwise they won't
be found. So construction like, for example: bind SLASH [ key_commandline ]
is inadmissible.
4. Alternate edit binds (default disabled) moved to
config/opt/alternateeditbinds.cfg and removed old_editbinds variable.
DOCREF old_editbinds
Fixed nested list in Cubescript, fixed conopen (now read-only), removed changeteam(),
fixed name of shortcuts for team survivor modes (so it fixes
https://github.com/assaultcube/AC/issues/73 ).
DOCREF ts tsurv btsurv
Before, if player switched to akimbo just as it expired, he ended up with
akimbo and 0 ammo. Now his weapon will change to default weapon (the most
often primary), as if he would take akimbo in the hands.
Use LSHIFT to direct TAB-completion to browse backwards through the
available alternatives.
also: full cleanup of the commandcomplete()-code [by stef]
* fix crashing buffer overflow
* remove some ancient ludicrous code
* ignore more spaces
* browse command- and filename-alternatives in alphabetical order
* clean up nickcomplete
* more comments (sry)