Corrected various backface culling issues on weapons (rifle, peacemaker, autocannon).
Fixed crash with dispersion pistol powerups due to typo.
Fixed razorclaw and impaler not temporarily disabling invisibility on melee attack.
Fixed rifle being visible with low zoom.
I decided on making it default to the old style. The alternate model will be available as a separate add-on, rather than use a cvar, because damn if that was complicated to add.
Fix Impaler select anim when thrown and picked back up.
Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did).
Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament.
Small fixups for dual wielding logic.
Switched Impaler fire sound to something more appropriate (proto Skaarj fire).
Add slot priorities to all weapons, final weapons come first.
Adjust hud behavior to properly draw ammo bars by the order of their weapons.
Fixed ammo bars in hud being positioned incorrectly if a weapon in the slot has no ammo.
Sentries now will also complain if the terrain is too steep or you're trying to deploy them in mid-air.
Adjusted protomag spin animation. Still not perfect but I tried my best.
Guess what: more PNG optimization.
Adjust SCUBA Gear autouse behaviour so it works properly with manual use.
Add 3D floor handling code on various things.
Increased size of Eightball explosions to match original game.
Fix invisibility playing no sound when activated.
Sentry no longer causes a freeze if it runs out of ammo while still having a target.
Sentry now has to be recalled by using the item.
Hijacking a sentry now immediately assigns it to your inventory.
You can hijack rogue sentries (not owned by anyone).
Better placement check for forcefield and sentry spawning, no more "no room" messages when it can definitely fit.
Increased flak slug explosion sprite size, as it felt too small.
Eightball loads faster (slightly faster than vanilla but can't do anything about that).
ASMD combo no longer spawns amped explosions when it shouldn't.
Added a new flag to UnrealInventory, bDRAWSPECIAL, so the HUD displays the special1 as an amount. This is useful for items like the Sentry that use this variable to count ammo.
Increased rotation range for the Sentry so it's harder for enemies to sneak behind it from the sides.
Added debris to the explosions of flares and voice boxes.
Fixed inventory bar having a blank space to the right if no next item is present (tends to happen when you only have two items).
Added "no pistol at spawn" option.
Added a hint of another prototype feature.
Add SMP 7243 from Oldskool to the BFG pool (toggleable).
Random fixarounds.
Spent mag models for the pistols, will be used (and backported to DT) soon.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
Fully implemented all Translator features, including mouse input.
"Class icons" for player config menu (DT xdevel change).
Fix pickup messages for some ammo types (also in DT xdevel).
Notable changes since last commit are the full implementation of the automag and asmd.
Also the Translator is now fully functional.
Fonts have been restructured to a neater format.
There have also been other random changes I don't have the time to document in detail.