**********************
* DeGeneration v0.984 - Current
**********************
- Codey - 8th August 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32/MacOS/Linux


BUGS
====

* Fixed - scoreboard clientnames repeating when player count greater than 30
* Fixed - spectator mode message "following" overlapped with player name
* Fixed - Referee voting not available
* Fixed - Ready up instructions being displayed in intermission when g_doIntermission is not set
* Fixed - g_partValueScale cvars not duplicated on clients
* Fixed - life stats not recording ammo given for LT
* updated - clients changing teams now retain their score
* Updated - scoreboard now shows all players in server (max 64)
* Updated - scoreboard Timelimit display
		shows timelimit scenerio as "(scenerio name) timelimit: (XX:XX)/(OVERTIME!)"
		static total timelimit while in warmup
		"No timelimit" if there is no timelimit set
* Updated - hud shows timelimit scenerio below time display
* Updated - hud shows "OVERTIME" instead of "0:00" if timelimit has run out
* Updated - Warmup display now shows "Gametype: (gametype)  (scenerio name) timelimit: XX"
* Updated - team score total is now kept seperate from dynamic team score total
* Updated - Referee vote now passes automatically

SCRIPTING
=========

showentity/hideentity support
-----------------------------
* Added to
	dg_door/func_door
	dg_door_rotating/func_door_rotating
	dg_invisible_user/func_invisible_user
	func_rotating
	
			
			
		

**********************
* DeGeneration v0.983
**********************
- Codey - 2nd August 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32/MacOS/Linux


BUGS
====
* Disabled complaint popups during warmup
* Fixed - Killed player records death when tk'd
* Fixed - Client ready status cleared on respawn during warmup
* Fixed - Intermission stopwatchmode "stopwatch now set to X:XX" offsets scores
* Fixed - Warmup respawn is not instant
* Ingame server browser now shows only DeGeneration servers
* Need to varify Fixed - client memory usage continuously increase on map change





**********************
* DeGeneration v0.982
**********************
- Codey - 25th July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and Linux

CAMERA
------
* Fixed client view origin not updating when sv_floodprotect on


GENERAL
-------
* Removed general debug output





**********************
* DeGeneration v0.981
**********************
- Codey - 25th July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and Linux

dg_update0981.zip
----------------
* Updated menu, fixed formatting and added new DG entries
  "degeneration/ui_mp/wm_quickmessage.menu"
  "degeneration/ui_mp/wm_quickmessageAlt.menu"	
  "degeneration/scripts/wm_allies_chat.voice"
  "degeneration/scripts/wm_axis_chat.voice"

* New 24 new voicechat sounds for menus
  "degeneration/sound/degeneration/allies/a-menu_XX.wav"
  "degeneration/sound/degeneration/axis/g-menu_XX.wav"


CVARS
=====

cg_bloodDamageBlend (0 - (1))
-------------------
* Fixed


USER INTERFACE
==============

VSAY and menu entries
-----------------------------------
* Cleaned up menu formatting
* Added statements
	VSAY_TEAM		MENU ENTRY
	OnMyWay 		I'm on my way!
	OnMyWayParts		I'm coming with parts!
	PickupParts		I'm Picking up parts!
	AtDropZone		I'm at the dropzone
	BuildingGenerator	Building the generator!
	AttackingGenerator	Attacking their generator
	GeneratorAttacked	Generator under attack
* Added Commands
	SetupMachineGun		Setup this machinegun
	DisassembleMachineGun	Disassemble machinegun
	MoveMachineGun		Move this machinegun



**********************
* DeGeneration v0.98
**********************
- Codey - 23rd July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and Linux



BUGS
====
* Fixed - MAX_GAMESTATE_CHARS
	  Caused by huge ammount of script sound strings being transmitted to client via gamestate
	  Clients now read map script and cache sounds themselves

CVARs
=====

team_maxPanzers ((-1) | 0 | #)
---------------
-1 - Default/vrtcw - no limit
0 - None allowed
# - Specify number allowed


match_warmupFire ((0) | 1)
------------------------
0 = default/vrtcw - No damage can be inflicted to clients during warmup
1 = clients can take damage during warmup

server_allowCenterView ((0) | 1)
--------------------------------
0 = default - Clients aren't allowed centerview
1 = vrtcw - Clients allowed centerview


SERVER Commands
================

speclock
--------
* Locks both teams



**********************
* DeGeneration v0.971
**********************
- Codey - 19th July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and Linux


BUGS
====

Client crash when score tied
----------------------------
* Fixed = uninitialised string for this scenerio, would try to register garbled shader string


COMMANDS
========

ready/notready
--------------
* Fixed server-side configstring initialization error
* Fixed intermission exiting after 10 seconds regardless of players ready pecentage
* It now waits 10seconds after ready percentage is hit
* Locks out checking percentage immediately after it is hit
  players joining/leaving/toggling back to not ready won't prevent continuation to next level.
* Disabled intermission ready message if "g_doIntermission" is 0






**********************
* DeGeneration v0.97 
**********************
- Codey - 18th July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and Linux


BUGS
====

MAX_GAMESTATE_CHARS
-------------------
* Fixed bug: Memory initialization error caused clients to get kicked at map start/connection and when other client connect or disconnect


COMMANDS
========

ready/notready
--------------
* Fixed bug: Initialization and update server side formatting error
* Players ready status should now update on scoreboard correctly
* Cleared status when client connect/disconnect/respawn
* Dissallowed ready when on spectator team
* Only allowed for intermission/warmup

ENTITIES
========

dg_buildable
------------
* Made damage code more network efficient
* Fixed repair events to update to clients more regularly


CVARs
=====

team_WeaponSwap <bitfield> 0 = none, 9 = default/vrtcw (soldier + LT)
---------------
* Renamed from g_classWeaponSwap


g_doIntermission <0|(1)>
----------------
     0 - Normal intermission semantics
     1 - Default, Players must "ready" to finish intermission

g_movableMG42 <0|(1)> 
--------------
   0 = Disable movable MG42s
   1 = Default, Allow


cg_popupLifeStats 0 | (1)
-----------------
* Controls if the life stats panel is displayed when you die

match_readyPercent < 1 - 99>, 50 = default/vrtcw
------------------
* Player ready threshold.

vote_percent < 1 - 100>, 50 = default/vrtcw
------------
* Percentage of accepting clients for a vote to pass.


CVARS
=====

g_timelimitscenerio (0) | 1 | 2 | 3
------------------- 
Sets scenerio should be played out when timelimit is hit and no winner (wm_setwinner -1) is set
The game will call the specified game_manager "timelimit_scenerio <number>" event when the timelimit is hit

	
GAMEMANAGER SCRIPT EVENTS
=========================

timelimit_scenerio <number = g_timelimitscenerio> 0 = default
------------------
* Tells the script to perform scenerio based on g_timelimitscenerio setting
* DG map default functionality
	0 = SetWinner - Default, script should check relative generator levels, setwinner and endgame
	1 = SuddenDeath - Game will continue and no specific script action is required
	2 = stopbox - Script should stop dropbox(s) from falling
	3 = autobuild - Script should set generators to autobuild mode



SCRIPTING
=========

accum <buffer> set/= <parameter>
-------------
* Extended sytax
<buffer> 	Specifies buffer index to modify
set/=		Use "set" or "=" to assign a value aquired from <parameter>
<parameter>
		value 	          
			assigns this value
  		accum <buffer>
			assigns value stored in specified accum buffer  
  		entityhealth [targetname]
		    	if no targetname is specified will assign healthvalue of current entity to this buffer
		    	Otherwise will assign health value of entity specified with targetname  	


AdjustBuildableHealth [targetname] <value> [automatic]
---------------------
* Adjusts health of buildable either automatically every second or once only
* Syntax
	[targetname]  - optional, refers to this entity or entity with targetname
	<value>	      - Amount to adjust, negative to damage, positive to repair, 0 to disable
	[automatic]   - optional, Will automatically adjust by this amount every second
	
  	example	      - This will Adjust the buildable's health up 100 every second
			AdjustBuildableHealth generator_axis 100 automatic
	
	

USER INTERFACE
==============

Centerprint
-----------
* Moved back to vrtcw positioning


PLAYER
======

Spectator
---------
* Removed "push through doors" code




**********************
* DeGeneration v0.963
**********************
- Codey - 12th July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


ENTITIES
========

dg_dropbox
----------
* Added "NOSERVERCONTROL" spawnflag, disables all server specified dropbox settings

dg_part
-------
* Fixed bug: no health value when spawned from map or misc_spawner
* Added "respawn" spawnflag support, parts will respawn in the world
* Added "wait" key support, override default 60seconds time before the part respawns in world


SCRIPTING
=========

accum inc
---------
* Fixed bug - error message would display saying "invalid command"


CVARS
=====

g_classWeaponSwap <bitfield> 0 = none, 9 = default/vrtcw (soldier + LT)
----------------------------
Enables/disables classes ability to drop and pickup team independent weapons
Add up the numbers for the classes to enable weapon swapping, 
  1 = SOLDIER
  2 = MEDIC
  4 = ENGINEER
  8 = LT





**********************
* DeGeneration v0.962
**********************
- Codey - 5th July 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux



ENTITIES
========

dg_part
-------
* Fixed bug where "parts here" vo would play when player dropped parts because of death


USER INTERFACE
==============

Ready instructions
------------------
* Fixed bug where these were being displayed to spectators, for which ready functions aren't available
* Changed font to larger


Scoreboard
----------
* Disabled team overlay when scoreaboard is up


CVARS
=====

ref_Password <none> 
------------
* Sets the password required for referees, defaults to "none" = referees not allowed


team_nocontrols 0|(1)
---------------------
* Disables client team commands


COMMANDS
========

lock/unlock
----------- 
* Lock your current team from joining players
* team_nocontrols protected

unlock
------
* Unlock your team to let players join
* team_nocontrols protected

ready/notready
--------------
* Fixed - only usable if currently in warmup or intermission time and not on spectator team

readyTeam
---------
* team_nocontrols protected

speclock
--------
* Lock your current team from spectators
* team_nocontrols protected

specunlock
----------
* Unlock your team from spectators
* team_nocontrols protected


ref <password>/<command>
------------------------
* Specify valid <password> to become a referee OR <command> if you are already a referee or admin
* All referee commands also work from rcon and local server console
* Commands
	allready	Ready All players
	lock		Lock both teams from players joining
	unlock		Unlock both teams from players joining
	speclock	Lock both teams from spectators	
	specunlock	Unlock both teams from spectators
	help		Display commands available for referees


	
	

	


**********************
* DeGeneration v0.961
**********************
- Codey - 27th June 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update0961.zip
----------------
* Updated - DG menu layouts with new graphics - All languages
		degeneration/ui_mp/ingame.menu
		degeneration/ui_mp/main.menu
		degeneration/ui_mp/multi.menu
		degeneration/ui_mp/quitcredit.menu
		degeneration/ui_mp/setup.menu
		degeneration/ui_mp/credit.menu
* New Graphics for menus
		degeneration/ui_mp/dg_assets/*.tga
* New ui shader
		degeneration/scripts/dg_ui.shader
* Place holder levelshot
		degeneration/levelshots/unknownmap.jpg
		 

USER INTERFACE
==============

Scoreboard
----------
* Updated icon columns to fit better with class identifier
* Updated backing graphic





**********************
* DeGeneration v0.96
**********************
- Codey - 21st June 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update096.zip
----------------
* Updated "degeneration/models/mapobjects/parachute/para2.tga" - better parachute texture
* Added "degeneration/icons/degeneration/player_ready.tga" - ready "tick" icon for scoreboard etc
* Added "degeneration/gfx/atmosphere/*.tga - rain and snow textures for atmosphere effects
* Added "degeneration/scripts/dg_atmosphere.shader - new atmospheric shaders




ENTITIES
========

dg_buildable
------------
* Reset delay on "attacked" events after any valid pain event so vo's don't overlap

dg_compassicon
--------------
* Fixed if both spawnflag 1(AXIS) AND 2(ALLIES) are set, will now be visible to both teams

script_mover
------------
* Added show/hideentity functionality

dg_dropzone
-----------
* Added "wait" key, Time in seconds a dropbox waits after alerting the dropzone, default 5.0
The dropbox uses this as a delay before spawning in so any appropriate effects can be syncronised, 
such as a plane flying over.


ATMOSPHERIC EFFECTS
===================
* Added "atmosphere" key to worldspawn
  
   parameters:

	Param 	Default 	Description
	-----	-------		-----------
	T 	RAIN 		Type of effect (supports 'RAIN' or 'SNOW') 
	B 	5 10 		Base times (X seconds, or between X and Y seconds) 
	C 	1 1 		Time to move from base to gust (X seconds, or between X and Y seconds) 
	G 	0 2 		Gust times (X seconds, or between X and Y seconds) 
	BV 	0 100 		Base vector (x and y units/sec). 
	GV 	0 100 		Gust vector (x and y units/sec). 
	W 	1 2 		Weight of drops (X, or from X to Y depending on base/gust position) 
	S 	1 1 		Water and Splash shader. This are two boolean values, the first enables impactshaders on water (0 = off, 1 = on), the second on land. 
	D 	300 300 	Number of drops (X, or from X to Y depending on base/gust position) 
	
   examples:
   	
	key		value
	---		-----
	atmosphere	T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=0,GV=0 100,W=1 2,D=300
	atmosphere	T=SNOW,B=5 10,C=0.5,G=0.3,BV=20,GV=25 40,W=3.5,D=2400	


CVARS
=====

cg_announcer 0|(1)
------------
      0 - Disables announcer vo's for countdown, peptalk etc
    * 1 - Enables announcer vo's for countdown, peptalk etc

cg_drawReinforcementTime (0)|1
------------------------
    * 0 - Team reinforcement time not drawn on the active HUD.
      1 - Shows team reinforcement time on the active HUD.

cg_noAmmoAutoSwitch 0|(1)
-------------------------
      0 - Weapon is NOT switched if completely out of ammo
    * 1 - Weapon is automatically switched if completely out of ammo


VOICEOVERS
==========

Warmup
------
* Added team specific 5 second countdown

levelstart
----------
* Added team specific random selected Pep talk


USER INTERFACE
==============

Scoreboard
----------
* Added new texturing and layout
* Removed objective icon and description display
* Reformated columns to fit with new overlays
* Increased size of font
* Removed TK column
* Increased size of player name icon to fit same width name as standard rtcw scoreboard
* Added 2 columns for icons 
	1. READY "tick" indicator
	2. skull and crossbones (dead on limited lives match) / holding objective(docs)




WARMUP
------
* Added Players % ready to hud
* Added instructions for going not/ready with highlight indicating current state

INTERMISSION
------------
* Added instructions for going not/ready with highlight indicating current state

Weapon Statistics
-----------------
* Fixed MP40 not updating hits

minifont
--------
* Increased h and v size slightly

HUD Reinforcement timer
-----------------------
* Added "RT"
* Changed from white to red




**********************
* DeGeneration v0.959*
**********************
- Codey - 1st May 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update0959.zip
-------------
* Updated "degeneration\ui_mp\controls.menu" - Updated for all languages
* Updated "degeneration\ui_mp\ingame_controls.menu" - Updated for all languages


PLAYER
======

Parachute
---------
* Fixed initial trace for above ground not checking for proper clipping which enabled parachute erroneosly


COMMANDS
========

+wstats *NEW*
-------
* shows weapon statistics overlay



USER INTERFACE
==============

Menu->Options->controls->misc
-----------------------------
* Addded "show weapon stats" binding for all languages


Weapon Statistics
-----------------
* Shows overlay of your (or currently spectated client's) weapon statistics for this match
* Cleared at the beginning of each match
* Tracks all multiplayer weapon types
* Tracks ammopacks and medpacks and awards a "hit" if it is picked up by a teammate who is not able to give themselves that type
* Dynamite is only recorded as "fired" when it is armed
* Currently for explosive damage weapons it is possible to have many hits per shot fired and therefore >100% accuracy
* Currently lists following columns per weapon used:
  	FRD = Shots Fired
   	HTS = Shots Hit
   	ACC = Accuracy - RED < 25%, YELLOW < 50%, GREEN >= 50%
   	DMG = Damage
  	KLS = Kills
   	HS  = Headshots
* Available to display based on feedback:
	Damage to teammates
	Gibs
	Deaths FROM this weapon type
	Damage FROM this weapon type
	Damage to objects, currently merged into damage total
	Hits to objects, currently merged into hits total



**********************
* DeGeneration v0.958* Internal build
**********************
- Codey - 25th April 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update0958.zip
-------------
* Added "degeneration/models/players/multi/acc/mg42/mg42.md3" - new accessory mg42


ENTITIES
========

mg42
----
* Changed to carry on back and use new scaled accessory model


USER INTERFACE
==============

Scoreboard
----------
* Fixed highlight of your player extending off scoreboard edge when you are a spectator
* Fixed allies team total being incorrect and accumulating indefinately
* Added highlight on spectated player in blue
* Added ping display for spectators in yellow
* formatted scoreboard to fit rows better






**********************
* DeGeneration v0.957*
**********************
- Codey - 25th April 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


ENTITIES
========

teamhurt
--------
* Fixed continuing hurting during intermission (the dreaded screams)
* Changed default operation, disables respawning of players being hurt
* Added spawnflag "ALLOWRESPAWN", allows clients to spawn when getting hurt


USER INTERFACE
==============

Scoreboard
----------
* Fixed showing spectated player stats in scoreboard, now always shows your stats and ping
* Fixed highlighting the spectated client, now shows your client always
* Fixed "connecting" clients sometimes shown as "spectator"
* Team totals now calculated on server instead of each client, this makes sure the calcuations are accurate


CVARS
=====

cg_bloodDamageBlend
-------------------
* Not functional, working on it


SCRIPTING
=========

teamspectate
------------
* Fixed players not viewing camera in "team spectator" "waiting for respawn" and "limbo"




**********************
* DeGeneration v0.956* internal build 
**********************
- Codey - 22nd April 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


ENTITIES
========

generic
-------
* Fixed animation on all entities

dropbox
-------
* fixed: parachute stopping above ground level



SCRIPTING
=========

playanim
--------
* enabled on script_model_med 




**********************
* DeGeneration v0.955*
**********************
- Codey - 18th April 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update0955.zip
----------------
* Added "degeneration/ui_mp/options.menu"
* Added "degeneration/ui_mp/ingame_options.menu"
* Updated "degeneration/ui_mp/controls.menu"
* Updated "degeneration/ui_mp/ingame_controls.menu"
* Updated "degeneration/ui_mp/wm_quickmessage.menu"
* Updated "degeneration/ui_mp/wm_quickmessageAlt.menu"

* Added "degeneration/ui_mp/(all languages)/options.menu"
* Added "degeneration/ui_mp/(all languages)/ingame_options.menu"
* Updated "degeneration/ui_mp/(all languages)/controls.menu"
* Added "degeneration/ui_mp/(all languages)/ingame_controls.menu"
* Added "degeneration/ui_mp/(all languages)/wm_quickmessage.menu"
* Added "degeneration/ui_mp/(all languages)/wm_quickmessageAlt.menu"


SCRIPTING
=========

buildabledebug
--------------
* Fixed function testing player team when debug with a negative (damage) value



USER INTERFACE
==============

Warmup
------
* Added message "waiting for ready players" for "ready" functionality
* Changed countdown to display below warmup message
* Changed all warmup messages to red

Scoreboard
----------
* Fixed bug: objective "!" icon showing next to player name sporatically
* Fixed summary line always showing "player" instead of "players" when more than 1 players on team
* Updated: clients in the process of connecting are now shown as "CONNECTING" instead of "SPECTATOR"
* Added "Players Ready %" readout at bottom in intermission and warmup modes, for "ready" functionality
  (will add players specific ready status in next patch)


Menus
-----
* Added Options->View->crosshair Pulse - ON/OFF
* Added Options->View->complaint Popup - ON/OFF
* Added Options->view->Blood Damage Blend - SLIDER
* Added Options->view->Blood Flash - SLIDER
* Added Controls->misc->ready binding
* Added Controls->misc->notready binding


CVARS
=====

cg_crosshairPulse *NEW*
-----------------
0 - Crosshair does NOT expand with movement/firing.
1(Default) - Crosshair will grow to reflect current accuracy due to movement/firing.

cg_complaintPopup *NEW*
-----------------
0 - Disables the auto-popup of the teammate complaint request for being killed by a teammate.
1(Default) - Auto-popup of complaint request enabled. 

cg_bloodDamageBlend *NEW*
-------------------
0.0 - 1.0(Default) - Specifies opacity of blood "splatters".

cg_bloodFlash  *NEW*
-------------
0.0 - 1.0(Default) - Specifies opacity of the red blood "flash" when taking damage.

g_doWarmup
----------
0(default) - Normal warmup semantics
1 - Players must "ready" to begin a match


COMMANDS
========

ready *NEW*
-----
* Sets your player status to "ready" for intermission/warmup

notready *NEW*
--------
* Sets your player status to "notready" for intermission/warmup




**********************
* DeGeneration v0.954*
**********************
- Codey - 11th April 2004


PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update0954.zip
----------------
* Added "degeneration/ui_mp/wm_quickmessage.menu" - New DG commands for the alpha quickmessage menu


ENTITIES
========

dg_buildable
------------
* Fixed debugging damage function scaling the damage to 0.1


USER INTERFACE
==============

QuickMessage Menu
-----------------
* Updated Alpha quickmessage version with DG specific commands

Scoreboard
----------
* Updated and reformatted display to show player statistics as follows

 Player | Score | KLS | DTH | EFF | SU | TK | Ping
	
  Player 	= Player Name
  Score		= Points scored
  KLS		= Number of Kills
  DTH		= Number of deaths
  EFF		= % Kills of total lives, eg 10 kills and 10 deaths = 50% Efficiency
  		  red < 25%, yellow < 50%, green = >50%
  SU		= Suicides
  TK		= Team Kills/Freindly player kills
  Ping		= Latency


* Added team Summary on bottom row
  
  Player	= players total
  Score 	= scores Total
  KLS		= Kills Total
  DTH		= Deaths Total
  EFF		= Efficiency Average
		  red < 25%, yellow < 50%, green = >50% 
  SU		= Suicide Total
  TK		= TeamKills Total
  Ping		= Latency Average

* Moved class column to display class letter to left of playername, similar to ingame player list
* Removed number of players and teamscore from heading display


SCRIPTING
=========

teamspectate
------------
* Fixed origin not getting updated for the spectating camera (zapping scene implementation)







**********************
* DeGeneration v0.953*
**********************
- Codey - 5th April 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

ENTITIES
========

dg_part
-------
* Fixed - "Item not found for part:0" when spectating another player holding a part not previously viewed by this player
* Fixed - Player dragging around parts in their player model caused by not receiving part state information.



SCRIPTING
=========

teamspectate
------------
* Added automatic turn off when intermission starts
* Fixed camera following the player into limbo







**********************
* DeGeneration v0.952*
**********************
- Codey - 3rd April 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update0952.zip
-----------------
* Added "degeneration/models/players/multi_axis/wolfanim.script" - axis player electrocution animation script
* Added "degeneration/models/players/multi/wolfanim.script" - allied player electrocution animation script


ENTITIES
========

generic items
-------------
* Fixed bouncing code flinging items at high velocity when stuck in a brush/clip
* Fixed dropping code launching into brush immediately infront of player


dg_part
-------
* Fixed inwater flag not reset when item put into inventory, parts will again splash into water when dropped from inventory 
* Now sends information updates about the inventory items to a player holding it in inventory, reducing net traffic.


MG42
----
* Fixed - Not setting clipping rectangle for dropping trace
* Fixed items sitting on top when mg42 is dissasembled are now dropped with gravity


dg_buildable
------------
* Fixed Dynamite damage not done when player changes teams after dynamite planted
* Fixed variable dynamite damage, trigger_obj_info targeted buildables are only damaged by dynamite planted within the trigger_obj_info brush. The damage done is set at 600 health (6% of standard generators)
* Disabled damage to buildable from flamethrower because of mass amount of damage=2 events stalling server execution


team_hurt
---------
* Added player hurt animation
* Added smoke from player while getting zapped
* Fixed zapping sound not playing








**********************
* DeGeneration v0.951*
**********************
- Codey - 29th March 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

ENTITIES
========

dg_part
-------
* Fixed issue with inventory health bar not updating while installing parts ( part picked up outside current pvs)
* Fixed "Item not found for part:0" error when tapping out, (viewing player which is outside the pvs where part was picked up)


SCRIPTING
=========

teamspectate
------------
* Spectating is now automatically turned off when intermission is reached



**********************
* DeGeneration v0.95*
**********************
- Codey - 27th March 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update095.zip
----------------
* Updated "degeneration/models/mapobjects/dg_models/battery_parts/gear.md3" - UV Mapping updated
* Updaded "degeneration/models/mapobjects/dg_models/battery_parts/gear.jpg" - Texture fixed for alignment
* Added "degeneration/gameinfo.txt" - enabled selection of "ffa" in server setup/filter server screens (free for all mode support)


SERVER
======
* Enabled gametype startup with "ffa" (free for all) gamemode support, requires "ffa" to be added to arena files to list map in server setup and filtered map list

CLIENT
======
* Updated available weapon list when in the new "ffa" (free for all) mode, most weapons from SP and wolfMP modes should work when placed into a bsp with ffa support



ENTITIES
========

dg_part
-------
* Rewritten to support persistent parts. All information is now stored in the part entities, enabling proper scoring, reduced server memory use and potentially doubling the inventory capacity, left at a max of three items held atm
* Updated gear uv-mapping and texure
* Fixed scoring behaviour when dropped into a trigger_obj_info: The first drop at the objective will award 1 point, successive drops at that SAME objective will not.



SCRIPTING
=========

teamspectate *ENABLED*
------------
* Updated to use internal camera code to display a member of the opposing team



playsoundteam
-------------
* Updated playing sound on client, no overlapping allowed




**********************
* DeGeneration v0.94 *
**********************
- Codey - 14th March 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


ENTITIES
========

dg_part
-------
* Changed "holding parts" head icon for team-mates only

target_rumble
-------------
* Fixed wolf bug - alert when active results in error "null think"
* Added support for show/hideentity script actions


SCRIPTING
=========

Camera generic
---------------
* Added stopCam turns off the currently active camera
* General cleanup of camera code

StopCam
-------
* Turns off the currently active camera


TeamSpectate *Currently disabled*
------------
* Rewrite client/server side communication


TeamSpectateStop *NEW* *Currently disabled*
----------------
* Stops spectating and returns control to players



**********************
* DeGeneration v0.93* 
**********************
- Codey - 5th March 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux



CVARS
=======

Added following cvars for adjusting the gameplay balance between these areas
All default to a value of 1.0, parts must not exceed 4096 health as a result of using these functions.

g_buildableExplosiveDamageScale - Adjust damage explosive weapons have on the buildable
g_buildableBulletDamageScale  - same for bullet based weapons
g_buildableRepairScale  - Adjust how fast an engineer repairs the buildable
g_partGearValueScale         - Adjust the value of parts
g_partBatteryValueScale 
g_partFuseValueScale






**********************
* DeGeneration v0.92*
**********************
- Codey - 29th February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux



SCRIPTING
=========

startcam <filename>
-------------------
* Fixed issue with clients overflowing server with origin update commands




**********************
* DeGeneration v0.91* 
**********************
- Codey - 29th February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update091.zip
----------------
* Updated scripts/wm_allies_chat.voice - Added new command and request voice wav associations
* Updated scripts/wm_axis_chat.voice - Added new command and request voice wav associations
* Updated ui_mp/wm_quickmessageAlt.menu - Added menu entries for new commands and requests
* Added sound/degeneration/allies/a-menu_0?.wav - 5 Allies command and request waves
* Added sound/degeneration/axis/g-menu_0?.wav - 5 Axis command and request waves
* Updated models/mapobjects/dg_models/battery_parts/gear.md3 - fixed alignment with origin and texture mapping
* Updated models/mapobjects/dg_models/battery_parts/gear.jpg - nice new gear texture



ENTITIES
========

Generic Item code
-----------------
* Added align to surface for stationary and sliding items, no more itmes on a angled suface magically sticking horizontal
* Added item splashing into a water volume for
	grenade
	rocket
	airstrike canister
	dynamite
* fixed items splashing when launch origin is under water

Generic entity code
-------------------
* Added new client-side animation support to generic entities used for parachutes etc for smoother animation
* Fixed animation independent fading support


misc_gamemodel
--------------
* Added client-side animation support and scripting playanim support


dg_dropbox
----------
* Updated parachute to use new client-side animation system


dg_part
-------
* Fixed gear origin offset to side, moved into center
* Updated texture and uv-mapping for gear


	

PLAYER
======

* Fixed body dissapearing on death and tapout to limbo
* Fixed parachute showing on revive
* Updated parachute to use client-side animation system



User Interface
==============

voice menu
----------
* Added "need parts" to "2. Requests" menu
* Added "Defend/Attack generator" to Commands menu 
* Added "9. More commands" submenu with "defend dropzone/checkpoint"



SCRIPTING
=========

startcam <filename> *NEW*
-------------------
* Integrated camera support primarily for generator destruction scenes


teamspectate <teamnumber>
-------------------------
* Spectate the specified team, not currently functional





**********************
* DeGeneration v0.90 * INTERNAL BUILD
**********************
- Codey - 29th February 2004

Full details about the updates will be included in v0.91


PK3s UPDATED
============


dg_code.zip
-----------
* Preliminary Win32 internal build



dg_update090.zip
--------------
* Added cameras for all maps, copy your two map specific cameras into the "degeneration/cameras" folder and refer to the update
* documentation/script_updates090.txt - instructions for updating existing scripts with new commands for this release
* cameras/<mapname>_camera<number>.camera - two cameras per map for showing generator destruction




SCRIPTING
=========

startcam <filename> *NEW*
-------------------
* Integrated camera support primarily for generator destruction scenes, please refer to "script_updates090.txt" for adding this to existing generator scripts


teamspectate <teamnumber>
-------------------------
* Spectate the specified team, please refer to "script_updates090.txt" for adding this to existing game manager scripts






**********************
* DeGeneration v0.84* 
**********************
- Codey - 16th February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update.zip
-------------
* Added sound/degeneration/player_scream*.wav - three scream sounds copied from mp_pak1.pk3



ENTITIES
========

teamkill
--------
* Updated scream to use one of three new scream sounds


dg_buildable
------------
* Fixed bug in radius damage function not calculating damage properly







**********************
* DeGeneration v0.83* 
**********************
- Codey - 16th February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update.zip
-------------
* Added sound/degeneration/para_open\drop.wav - new parachute open/dropping sounds, increased volume on both source waves by 50%, may need to increase more on drop sound
* Remove all "models/players/multi/body_bluepara_*.skin" - allies parachuting skins not used anymore
* Remove all "models/players/multi_axis/body_redpara_*.skin" - axis parachuting skins not used anymore



ENTITIES
========

dg_buildable
------------
* Fixed buildmultiple function, can now destroy and rebuild when this spawnflag is set
* Fixed case where buildable can be damaged to negative value
* Fixed damage to death not calling pain events
* Fixed multiplying damage caused by radius damage calculated for each part


PLAYER
======

parachuting
-----------
* Completely re-written
* Added client side Uses accessory "models/players/multi/acc/parachute/parachute.md3" when parachuting
* Removed use of parachute specific skins
* Fixed case where revived player shows parachute attached
* Changed parachute to always be vertical regardless of torso angle
* Added sound for parachute open at spawn and when landing
* Added sound for parachuting drop







**********************
* DeGeneration v0.82*
**********************
- Codey - 8th February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update.zip
-------------
* Added sound/degeneration/item_impact*.wav - surface type item impact sounds
* Added sound/degeneration/bag_impact*.wav - med/ammo pack impact sounds
* Added sound/degeneration/player_scream1.wav - scream for electrocution


ENTITIES
========

Generic Item code
-----------------
* Added items splashing into water, ripple, splash and sound
* Added surface type impact sound support
* Removed bouncing sounds while underwater

teamkill
--------
* Added scream when electrocuted




USER INTERFACE
==============

reinforce timer
---------------
* Changed to not display while in warmup time




**********************
* DeGeneration v0.81 *
**********************
- Codey - 3rd February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


ENTITIES
========

dg_part
-------
* Fixed server side crash when picking up repeatedly





**********************
* DeGeneration v0.80*
**********************
- Codey - 3rd February 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update080.zip
----------------
* Updated "textures/dg_sprites/partholding.tga" - changed to standard rtcw style
* Added "sound/degeneration/weapon_impact.wav" - placeholder for any weapon hitting a surface
* Updated "sound/degeneration/item_impact.wav" - placeholder for generic item hitting surface


ENTITIES
========

Generic Item code
-----------------
* Fixed rtcw item bounce code allowing items to stop on any non-vertical surface
    - Items now slide on surfaces > 40 degrees from horizontal
* Added item impact/sliding support code and sound placeholders
    - Can all use generic or item type specific sliding/impact sound depending on what grayman thinks
    - Generic item impact sound,  current placeholder: "sound/degeneration/item_impact.wav"
    - Weapon impact sound. current placeholder: "sound/degeneration/weapon_impact.wav"
    - Item sliding sound, no placeholder atm
	



MG42
----
* Fixed laying on ground angle -7 degrees
* Fixed disassembled mg42 throwing testing against old tripod, tripod removed before trace
* Added "give mg42" console command
* Added mg42 model attached to back when carrying, needs strap attached, may need to be a smaller model
* Fixed thirdperson view not showing mg42 on back when "give" console command used
* Added disallow setup in confined space (untested)



dg_parts
--------
* Fixed score multiple times when dropping into trigger_objective_info, will now only score first time for each team type
* Fixed dropping code checking every frame for stop and scoring
* Fixed bounding box, now specific to item model shape
* Fixed thirdperson view shows head indicator when "give" console command used
* Changed carrying icon to rtcw style, hidden when talking/limbo/callmedic/ammo


dg_buildable
------------
* Fixed possibly losing a damage event when also being healed



USER INTERFACE
==============

Reinforce Timer
--------------
* Changed to seconds only
* Fixed showing 1 second lower than actual timer

Warmup timer
------------
* Moved "WARMUP" to center screen


CONSOLE COMMANDS
================

BuildableDebug/Inc/Target/Health
-----------------------------------------------------
* Added client side command autocomplete

SetSpawnpt
----------
* Fixed not selecting to the correct spawning location




**********************
* DeGeneration v0.79* Current
**********************
- Codey - 25th January 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


dg_update079.zip
----------------
ui_mp/controls.menu - Added Misc menu "Drop Item" to bind +useitem command
ui_mp/ingame_controls.menu - Added Misc menu "Drop Item" to bind +useitem command

dg_sdk.zip
----------
degeneration.def - Updated dg_door/dg_door_rotating/dg_invisible_user entity definitions
		  - Added dg_compassicon entity definition

entitydefinitions.htm - udpated
scriptingdefinitions.htm - updated


ENTITIES
========

MG42
----
* Fixed bug allowing pickup more than one


dg_door_rotating/func_door_rotating
-----------------------------------
* Added "notusable" cursorhint (hand with cross through it) for opposing team/locked
* Fixed bug - close/endclose/endopen sounds not playing because wolfsp pvs code wasn't fixed
* Fixed documentation errors 	
	- "speed" and "time" are put in the same entity variable, removed "time" 
	- "shoot-thru" spawnflag doesn't exist on a door_rotating, removed
	- speed said it was default 100, is actually default 1000 (1 second)

* Fixed - type 1 doesn't have any sounds in pk3s, type 1 now uses type 5 sounds


dg_door/func_door
-----------------
* Added "notusable" cursorhint (hand with cross through it) for opposing team/locked
* Fixed - type 1 doesn't have any sounds in pk3s, type 1 now uses type 5 sounds
* Fixed documentation errors	
	- speed said it was default 100, is actually default 400

dg_invisible_user
-----------------
* Added "notusable" cursorhint (hand with cross through it) for opposing team


dg_compassicon *NEW*
--------------
* Shows a specified icon in the players compass, see entity definitions for details



CONSOLE COMMANDS
================

give parts *NEW*
----------------
* Gives three gears to the player


BuildableDebug
--------------
* Fixed bug which allowed the buildable to go slightly over 100%


bind
----
* Added +useitem for the new drop item functionality


USER INTERFACE
==============

RoundTimer
----------
* Changed to count upwards if rountimer is set to 0, instead of flashing 0:00
* Changed to count down if in warmup time with a flashing "WARMUP" next to it
* Removed "(WARMUP) Match begins in:", intrusive message in favor of above


ReinforceTimer *NEW*
--------------
* Now drawn below the objective icons, probably needs to be changed to something like a clockface



Controls->Misc->Drop Item *NEW*
-------------------------------
* Allows key to be bound to +useitem command, defaults to ' key
* Functionality moved from drop weapon key override
	1: drop MG42 if carrying
	2: drop parts
	3: play "not carrying" sound











**********************
* DeGeneration v0.782*
**********************
- Codey - 18th January 2004

dg_update0782.zip
-----------------
scripts/dg_effects.shader - Added shader for generator panel light effects
textures/dg_effects/gen_panel1a\b\c.tga - three textures for animated generator panel
sound/degeneration/gen_core_discharge4d_*.wav - six wav files for generator activation
sound/degeneration/tesla1.wav - New electrical tesla sound
sound/degeneration/beam1.wav - New beam effects sound




**********************
* DeGeneration v0.78 *
**********************
- Codey - 14th January 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


CONSOLE COMMANDS
================

BuildableDebugTarget <targetname>
---------------------------------
* Fixed crash bug if targetname was invalid


BuildableDebugHealth <value> *NEW*
----------------------------
* sets the buildable immediately to specified health value without interating through events







**********************
* DeGeneration v0.77 *
**********************
- Codey - 14th January 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


CONSOLE COMMANDS
================

BuildableDebugInc <value>
-------------------------
* Sets the increment per second for debugging


BuildableDebugTarget <targetname>
---------------------------------
* Sets the targetname of the buildable to work on for debugging


BuildableDebug
--------------
* Toggles buildable debugging on/off







**********************
* DeGeneration v0.76 *
**********************
- Codey - 12th January 2004

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update076.zip
----------------
* Added models/dg_generator/dg_gen_damaged_*.md3  - Three damaged generator models
* Added models/dg_generator/ds_gen_dam\ds_floor_dam.jpg - 2 Textures for new damaged generator models
* Updated scripts/dg_effects.shader = New shaders for generator activation beams
* Added textures/dg_effects/effect_beam*.tga - New textures for generator activation beams
* Updated sound/degeneration/gen_breakdown.wav - new generator destruction sound


ENTITIES
========

shooter_tesla
-------------
* Fixed "random" key only getting set when "dlight" spawnflag set

dg_buildable_part
-----------------
* Fixed animation not resetting to default on client for map restart

dg_buildable
------------
* Added multiple interation support for damage and health events




SCRIPTING
=========

show/hideentity
---------------
* Added support for following entities
   trigger_push
   target_push
   trigger_teleport
   trigger_hurt
   func_timer
   trigger_flagonly
   target_smoke
   target_speaker
   target_laser
   target_teleporter
   shooter_tesla
   corona




**********************
* DeGeneration v0.75 * Current
**********************
- Codey - 22nd December 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux



CODE
====
* Fixed bug - server side crash on player death







**********************
* DeGeneration v0.74 *
**********************
- Codey - 21st December 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_update074.zip
----------------
* Removed models/mapobjects/dg_models/battery_parts/gear2\3.md3\jpg - old models and textures
* Replaced models/mapobjects/dg_models/battery_parts/gear.md3 - fixed texturing path error
* Added textures/dg_sprites/ger_genflag.tga - axis generator flag for use with new "wm_objective_axis_icon"
* Added textures/dg_sprites/usa_genflag.tga - allied generator flag for use with new "wm_objective_allied_icon"
* Updated textures/dg_sprites/stats_back.tga - for removal of accuracy readouts




ENTITIES
========

dg_buildable
------------
* Objective display
	Fixed value alignment problem caused in 0.73
	Fixed value showing fractions when < 1
	Added value snap lowest int > 50% and highest <= 50%, so 0% and 100% display only when exactly reached 
	Removed hard-coded objective icon display, use "wm_objective_XXXX_icon" script command 
* Added "buildmultiple" spawnflag, when set will not disable destruction after 100% or building after 0%


dg_dropbox
----------
* Fixed box hitting another and stopping in mid air

dg_part
-------
* Fixed dropping into trigger_obj_info, checking on part instead of player position
* Added "parts_here" vo timing, minimum of 3 seconds between
* Added drop sound
* Fixed texturing on gear pointing to wrong path



CODE
====

* Re-enabled new wood bouncing sounds on generic wood fragments
* Re-enabled "DeGeneration" text/icons/version number displaying at map load time
* Updated "setspawnpt" console command to take optional targetname of team_wolf_objective entity
* Added "ready" functionality to intermission, testing internally



SCRIPTING
=========

wm_objective_axis_icon <objnumber> <shadername>  *NEW*
wm_objective_allied_icon <objnumber> <shadername> *NEW*
wm_objective_none_icon <objnumber> <shadername>  *NEW*
------------------------------------------------
* Sets objective icon to display in the objective list, defaults to standard flags

	
Playanim
--------
* Fixed stopping between animations



STATS
=====

life stats
----------
* Re-formated and removed weapon specific accuracy readout



**********************
* DeGeneration v0.73 *
**********************
- Codey - 10th December 2003

PK3s UPDATED
============

dg_gfx.zip
----------
* Fixed texture size errors

dg_ui.zip
---------
* Fixed texture size errors

dg_sound.zip
------------
* Fixed wav format errors

dg_code.zip
-----------
* New build for Win32 and linux
* Removed all references to "telsa gun" and "mad scientist" player class
* General cleanup of code sources
* ui code compiling output version fixed






**********************
* DeGeneration v0.72 *
**********************
- Codey - 10th December 2003

PK3s UPDATED
============



dg_code.zip
-----------
* New build for Win32 and linux


SCRIPTING
=========

remove [targetname]
-------------------
* Fixed when called without targetname (vanilla remove) trying to find an entity with "null" targetname


Wm_setoutdoorsound <soundpath> *NEW* *TESTING BASE CODE*
------------------------------
* Preliminary hard coded with wind sound playing while outside




wm_setspawndefault <team> <targetname> *NEW*
----------------------------------------
See scripting definitions for description
* Sets the default(automatic selection) spawn for the specified team to the team_wolf_objective with specified <targetname>
* targetname MUST be a team_wolf_objective entity only or an error will occur


CODE
====
* Removed wood bouncing sound from generic wood fragments, only plays from dropbox wood fragments now



**********************
* DeGeneration v0.71 *
**********************
- Codey - 1st December 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

CODE
====
* Fixed server crash when client falls to his death




**********************
* DeGeneration v0.7  *
**********************
- Codey - 1st December 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_gfx.zip
----------
* Added dg_sprites/stats_back - backing graphic and shader entry for statistics display

dg_models.zip
-------------
* Added models/drop_box - Models for dropbox breakage animation


ENTITIES
========

dg_dropbox
----------
* Added breaking function with custom models on death either by weapon fire or hit ground, uses damage taken as input for how violent the wood models are thrown out.
* Changed fall damage system, 1health per unit fallen to maximum of 250
* Added "NOWEAPONDAMAGE" spawnflag
* Added "NOFALLDAMAGE" spawnflag
* Changed health default to 100

mg42
----
* Fixed "give all" console command now gives mg42 properly

dg_buildable
------------
* Fixed objective health percent not updating on death
* Added new buildable objective display on scoreboard
* Optimised damage detection routine

dg_buildable_part
-----------------
* Optimised damage detection routine

STATS
=====
* Added subsystem for stats logging
* Removed redundant stats logging for reduced bandwidth usage and checking code
* Added life stats, displays when a player enters limbo after death:
	Number of Kills
	accuracy percent Overall
	accuracy shots percent to players/object/miss
	accuracy explosives percent to players/object/miss
	Class special for revives/parts installed/ammo given


	




**********************
* DeGeneration v0.62 *
**********************
- Codey - 18th November 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux


dg_gfx.zip
----------
* Added dg_common.shader - dg_clip_metal for use on dg_buildable_part to enable surfaceparm based footsteps, the standard clip_metal doesn't clip shots
* Changed mg42 icon for hud/cg_simpleitems to look more like folded mg42 


ENTITIES
========

dg_buildable_part
-----------------
* Fixed grenade bouncing sounds
* Fixed footstep sounds based on surfaceparm
* Unable to fix bullet impact because client side trace returns 0 in sufaceparm
* Fixed animation parameters being reset/screwed on showentity script action

MG42
----
* Added pulsing hud icon while carrying
* Changed icon to look like a folded mg42
* Fixed repairing transition to disassemble showing wrong cursorhint and value bar




CODE
====

Text formatting
---------------
* Fixed status text overlapping the objective list
* Moved centerprint up to top center





**********************
* DeGeneration v0.61* 
**********************
- Codey - 9th November 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build for Win32 and linux

dg_gfx.zip
----------
* dg_effects/effect_electric1 - Fixed shader not showing on func_static


dg_sdk.zip
----------
* New testmap061
	dg_invisible_user team operation
        func_static with fixed effect_electric1
* Updated degeneration.def
* Updated entitydefinitions.htm


dg_models
---------
* New generator models


                    

ENTITIES
========


dg_buildable_part
-----------------
* Fixed nearby re-instated players(revived or finished using mg42) being flung and trapped at bounding box extents


dg_invisible_user * NEW *
-----------------
* Overloaded standard func_invisible_user code for exact functionality
* Added key "team_only" with TEAMONLY_AXIS | TEAMONLY_ALLIES setting for team based operation


CODE
====
* "Give all" command gives three gears
* Axis rotation of debris/shells/gibs updated to quaternion based calculations for  more realistic tumbling





**********************
* DeGeneration v0.6 * 
**********************
- Codey - 3rd November 2003

PK3s UPDATED
============

dg_sound.zip
------------
* Added ?-gen_10_?.wav 		- Allies/German 10% up/down sounds
* Added ?-gen_attack.wav 	- Allies/German Generator being attacked sounds
* Added weapons/mg42/37mm.wav 	- From mg42f.zip
* Added degeneration/?????/?-parts_x.wav - from sound_102803.zip

dg_gfx.zip
----------
* Added iconw_mg42 - texture and shader for 2d display and hud while carrying
* Added scripts/dg_effects.shader - used for electric effects

dg_models.zip
-------------
* Added models/dg_generator/????   - Models and textures for new generator

dg_sdk.zip
----------
* Updated entity definitions.htm
* Updated scripting definitions.htm
* New dg_testmap06.zip with two buildable generators


ENTITIES
========

teamhurt
--------
* Fixed second electrocution shader typo


dg_buildable
------------
* MAJOR SETUP CHANGE - Reversed targeting - now is targeted BY dg_buildable_part(s)
* Added delay entity key and "attacked" script event for "our generator is being attacked" support
* Removed buildable automatic hide and show of targeted parts, all done in scripting now
* Grenade damage to 0.25 of standard, was 0.5
* dynamite damage = standard, was 0.5
* Fixed dynamite damage to buildable causing intermitent illegal op




dg_buildable_part
-----------------
* MAJOR SETUP CHANGE - Reversed targeting - now targets TO dg_buildable
* Removed following frame animation keys, 
  replaced by scripting show/hide/alertentity and playanim script actions now
  ShowStartFrame
  ShowEndFrame
  StaticStartFrame
  StaticEndFrame
  HideStartFrame
  HideEndFrame
  referencehealth
* Added scaling support via keys modelscale and modelscale_vec
* Added checking for clients stuck inside buildable_part on show, delays solid clipping until player exits
* Added model3 caching at startup to avoid lag swapping between model2 and model3
* Fixed startinvisible spawnflag operation



script_mover
------------
* Fixed saying "script_model_med must have xxxx key" error message, now says "script_mover"

mg42
----
* Added Crouch to pickup
* Added message "you are repairing the mg42"
* Changed repair and dis/assemble code to show "You are XXXXX the mg42" every 1.8 seconds to avoid flood
  since the message will be visible for atleast that long on client side
* Fixed mp40/luger drawing with 2d item models turned on
* Added Permanent compass icon for disassembled mg42


dynamite
--------
* Changed dis/arming code to show "you are XXXX the dynamite" over 1.8 seconds to avoid flood
  since the message will be visible for atleast that long on client side


trigger_objective_info - dg_buildable_support
---------------------------------------------
* Added targeting at dg_buildable support
* Added team vo event "We have parts" for when .wav files are available
* Sends out standard "Dynamite planted" events for both teams
* Added dropping parts points support
* Added message "You are near <track>, drop parts here" to team part carrier without pliers
* Added message for opposing team "You are near <track>"
* Fixed 1 point per part instead of 1 point per drop
* Fixed messages with testing for team player holding parts "drop parts here" etc going to wrong team



dg_door_rotating *NEW*
----------------
* Overloaded standard func_door code for exact functionality
* Added key "team_only" with TEAMONLY_AXIS | TEAMONLY_ALLIES setting for team based operation

dg_door *NEW*
-------
* Overloaded standard func_door_rotating code for exact functionality
* Added key "team_only" with TEAMONLY_AXIS | TEAMONLY_ALLIES setting for team based operation


SCRIPTING
=========

setentitymodel *NEW* - Refer to scripting definition for details
--------------
* Support for changing displayed models on the fly
* current works only with dg_builable_part to set displayed model to model2 or model3


playanim
--------
* Completely re-written - refer to scripting definitions for details
* Moved animation updating code to client side
* Added reverse animation support 


playsoundteam
-------------
* Fixed -1 (all) function playing only to allies


POINTS SYSTEM
=============
* Removed mg42 points for dis/assemble
* Changed adding part to buildable to 1 point
* Give attacker 1 point per 200 damage done to buildable
* Give part dropper 1 point for dropping within "trigger_objective_info" targeted at dg_buildable


VOICEOVERS
==========
* Added 10% up and down
* Added "our generator is being attacked" vo, with default 30second delay







**********************
* DeGeneration v0.51 * - *Internal build*
**********************
- Codey - 20th October 2003

PK3s UPDATED
============

dg_code.zip
-----------
* New build 0.51 win32 and Linux

dg_gfx.zip
----------
* Added backing graphic for buildable obj display




ENTITIES
========

func_invisible_user
-------------------
* Added axis_only and allied_only spawnflags for team dependant operation


dg_buildable
------------
* Changed layout of objective display, shows value with green>25%, orange<25%, red<10%




**********************
* DeGeneration v0.5 *
**********************
- Codey - 13th October 2003



PK3s UPDATED
============

dg_code.zip
-----------
* New build 0.5 win32 and Linux


dg_sdk.zip
----------
* Removed old dg_testmap03.zip
* Added new dg_testmap05 - refer to dg_testmap05.txt for change notes
* Updated dg_entitydefinitions.htm


dg_gfx.zip
----------
* Added electrocute effect textures and shaders
* Added player partholding icon


dg_ui.zip
---------
* Fixed "codey - end" menu system comment error


dg_sound.zip
------------
* Added new MG42 sound
* Added 3 new shell hit ground sounds which play for ALL WEAPONS if client ejectbrass enabled
(removed shell hit sounds for this version)

* Replaced pliers sound with new syncronised version

 


ENTITIES
========

dg_buildable
------------
* Fixed pliers sound event, plays from client weapon channel
* Fixed parts installed sound, plays from client weapon channel
* Reduced damage by bullets to 0.1% and explosives to 0.5%


dg_teamhurt *NEW*
-----------
Hurts/kills specified team players
* Added electrocution effect
* Added alert/show/hidentity support, alert toggles on and off
* Added transfer of electrocution effect to gibs and hat falling off
* Added optional GIBDEADPLAYER


dg_dropzone
-----------
* Fixed pass on alert messages to targeted entities


MG42
----
* Fixed disappearing after dropped on death
* Fix walking very slow while carrying and crouched
* Added pliers sound for dis/assemble/repair,plays from client weapon channel
* NEED TEST - Fixed Flash icon for dis/assemble/repair
* Enabled playing brass hitting ground sound - also works with ALL WEAPONS


DG_PARTS
--------
* Changed to launch out on death instead of limbo/tap out
* Added Head icon when carrying


Dynamite
--------
* Added pliers sound for dis/arming, plays from client weapon channel


SCRIPTING
=========

if action
---------
* Moved debug output to developer mode only




**********************
* DeGeneration v0.42 *
**********************
- Codey - 30th Sept 2003

CODE
====

* Decreased damage to dg_buildable to 0.25%
* Increased accuracy of mg42 by 50%
* Increased speed adding parts to dg_buildable by 50%






**********************
* DeGeneration v0.41 * 
**********************
- Codey - 25th Sept 2003

CODE
====

* Changed buildable objective icons in client display a bit more clear and slightly wider
* Optimised code on repair of mg42
* fixed bug with playsoundteam -1 (all) threw up error





**********************
* DeGeneration v0.4 * 
**********************
- Codey - 20th Sept 2003

CODE
====

* Linux (Mandrake 8.1) Compile for libc compatibility with 2.2.X


ENTITIES
========

mg42
----
* ROF increase on previous versions had no effect because of 0.1 FRAMETIME LIMIT
* All support code for dropping rewritten
* Fixed disapearing when dropped or disassembled into a confined space
* Fixed disapearing after 30 seconds when disassembled
* Fixed reassembled positioning and orientation bug
* Added voiceover for mg42 dis/assembled to client's team

 

SCRIPTING
=========
* Fixed playsoundteam plays to specified team
* Added playsoundteam -1 plays to all clients





**********************
* DeGeneration v0.31 * 
**********************
- Codey - 16th Sept 2003

CODE
====

Linux compile against glibc 2.2.5 instead of 2.3.1 for compatibility with older servers



ENTITIES
========

dg_buildable
------------
* Fixed Objective info showing only while within client's PVS,
  all clients now recieve objective information regardless of PVS.


dg_dropzone
-----------
* Changed setup so the origin brush can now be placed closer to the ground
  so airplane sound can be heard and compass icon enlarges when player is close.

dg_dropbox
----------
* Now selects the highest edge of a targeted dropzone brush to spawn from.

mg42
---
* Accuracy reduced to previous -20% level





**********************
* DeGeneration v0.3 *
**********************
- Codey - 10th Sept 2003

PK3s UPDATED
============
* degeneration-bin01.pk3 - Version 0.3 of win32 and linux binaries

* dg_sound.pk3  - Added generator sounds and team vo's

* dg_gfx.pk3    - compass and objective display
		     Added textures, shaders, icons and sprites
		     

* dg_models.pk3 - resized "gear3.pk3" for parts
		- removed problem with 
		     models/players/multi/wolfanim.script line 20: "tesla" causing errors

* dg_sdk.zip	- Added dg_testmap03.pk3
		     Shows typical setup for a dg_buildable and dropbox with the old gen model applied
 
		- Updated scripting definitions
		- Updated Entity definitions



ENTITIES
========

dg_buildable *UPDATED*
------------
*Added eng holding part spawnflag and check
*Fixed bug with explosives not registering damage properly
*Fixed not playing sounds triggered from script
*Added spawnflags 
AXIS_OBJECTIVE/ALLLIED OBJECTIVE/FRIENDLYFIRE/EXPLOSIVEDAMAGEONLY/NOENGPARTS
*Shows Generator icon in client compass if "GENERATOR" spawnflag set
* Added client sound for repairing

dg_part *NEW*
-------
* Fixed inventory function, can hold upto 3 parts
* Added health display to client which updates while adding a part to generator
* Added check for number times picked up
* Changed default lifetime to 60sec
* Lifetime decreases by 10sec each pickup except for when dropped because of death
* Fixed dropping parts not clearing inventory


dg_dropbox *NEW*
----------
* Can be used on it's own or targeted to a dg_dropzone
* Spawns out upto 3 types of entities on death
* Added optional health so can be damaged by weapon fire
* Added radius of parts launched out when damaged
* Added random amount of parts functionality
* Added med/ammo pack option
* Added random selection between dropzones if targeted at more than one
* Added random selection of the point to drop from within the dropzone brush selected



dg_dropzone *NEW*
-----------
* Specifies an area which a targeting dg_dropbox can fall from
* Target a dg_dropbox at this entity
* Specifies a drift and angle which the dg_dropbox will use
* Plays the degeneration airplane sound when alerted
* Shows Dropzone icon in client compass
 

MG42
----
* Added icon display in client when dis/assembled



SCRIPTING
=========
* Extended standard "wm_set_objective_status" with optional targetname to display on client objective list with current health bar and "buildable" icon
* Fixed some pain/heal events not being called
* Changed and fixed pain/heal events to use descreet values instead of %, can be any number between 0 and total health now
* playsoundteam <teamnumber> - play sound for specified team only
<BUG> plays to all clients
* abort - unconditional exit from the script for use within "if" actions
* accum - added "dec" command for decrementing an accum by an amount
* added support for show/hideentity to 
	func_static
	dlight
	dg_dropbox

	






**********************
* DeGeneration v0.2 *
**********************
- Codey - 23rd July 2003
Added scripting commands:
showentity
hideentity
if

added entities:
dg_buildable
dg_buildable_part



**********************
* DeGeneration v0.1a *
**********************

Added MP3 file playback support
 - Can play from .pk3 archives as well as directories

Removed anti-lag code
 - Now using RtCW anti-lag code instead

*********************
* DeGeneration v0.1 *
*********************

Added parachutable spawn points
 - Anyone spawning from a spawn point that is at least 100 units above ground will
   spawn with a parachute so they can land gently on the ground

 - Weapon accuracy is decreased during the fall

Introduced Tesla Gun to MP
 - Used SP Tesla Gun code and added it to MP code. Renabled client-damage (hopefully
   it works - not tested yet) for Tesla Gun, also made the tesla gun shootable 
   underwater (it will kill the user and damage other people that are close by)

 - Reduced the strength of the dlight created when shooting the Tesla Gun

Stopped gibbing when falling from great heights
 - Changed the damage from 9999 to 170 when falling from great heights

Added anti-lag feature
 - Any weapon that uses bullets has an anti-lag feature similar to that in Counter Strike
   i.e. it compensates for the clients latency by calculating where the enemy exectly was
   when the client had taken the shot. This means you don't have to shoot infront of the 
   enemy if your ping is high to hit them. Now you can shoot directly at the enemy.

 - Added new cvars
   g_antiLagscan (default = 1 / on)
   * server admins can use this to enable or disable the antiLag feature

Added spectator moving trough doors
 - Enabled spectators to move trough func_doors, func_door_rotating, func_train, func_plat,
   solid script_mover and some func_explosive (metal ones used as doors (mp_beach), and glass
   ones used as windows) entites.

Increased number of script accums
 - Now you can have up to 16

Movable mg42's
 - Engineers can disasemble them and other classes can carry them and drop them where they want
   them placed. Then the engineers can reassemble them (the way the engineer is facing when
   assembling will be the way the mg42 will point to when assembled).

Menu GFX
 - Rummie added new set of menu textures :)



