Finger info for marco@icculus.org...


This is my current worklog.
Updated daily and archived by the weekend.
Currently mostly working on Nuclide and connected games.

* = Completed
+ = Completed at later date than specified
- = Cut/discarded at a later date
~ = Ongoing

= 2024-09-13 ===================================


Still polishing, we're gearing up to make
new pushes soon. But as expected a lot that has
been marked as subject-to-change has indeed
changed in one way or another. This week
the concept of a 'melee attack' no longer
exists. Any melee weapons will need to be
redone to take that into account.

There's also a few more things FTEQW needs
fixing if people expect to be trying FreeHL2.


= 2024-09-12 ===================================
* NSEntity: add {Enable,Disable}PlayerCollision()
* Removing more deprecated stuff


= 2024-09-11 ===================================
* NSAttack: def_plant, plant, plantOnGround, plantDistance


= 2024-09-10 ===================================
* activities table can now be defined via decl
* more clever ways we have streamlined melee in NSWeapon
* removed primed_fuse in NSWeapon


= 2024-09-09 ===================================
* fix parenting in NSEntity
* fix crash in FTEQW when clients sends garbage input packets
* fix .map spawnserver bug in FTEQW
* fix empty trigger being called in NSMonster upon MoveState end


When this .plan was written: 2024-09-13 14:22:08
.plan archives for this user are here (RSS here).
Powered by IcculusFinger v2.1.27
Stick it in the camel and go.