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8e8eddc
fix: corpses don't absorb shotgun pellets
WofWca Nov 18, 2025
b2b1723
refactor: add `cg_oldGibs` CVAR, `CG_GibPlayerOld`
WofWca Nov 9, 2025
c153d37
improvement: better gib starting positions
WofWca Nov 9, 2025
bed72bf
improvement: gibs: keep player angles
WofWca Nov 9, 2025
229bfea
improvement: better gib angles: arm, forearm, legs
WofWca Feb 2, 2026
2ecadaa
feat: make gibs fly away from damage
WofWca Nov 7, 2025
2b999ab
improvement: allow multiple bounce marks (gibs)
WofWca Nov 10, 2025
0c2c196
improvement: better gib sound, blood trail
WofWca Nov 10, 2025
089fb3d
fix: shotgun not applying knockback on frag
WofWca Nov 14, 2025
ad5602e
feat: `cg_gibsBounceFactor` CVAR
WofWca Nov 11, 2025
38e4804
improvement: lower gibs bounceFactor
WofWca Nov 18, 2025
fcfef56
fix: gibs don't fly inwards
WofWca Jan 7, 2026
3db539d
feat: non-binary `cg_gibs` to control gibs amount
WofWca Jan 12, 2026
3ad2efe
fix: own gibs not flying away from damage
WofWca Jan 14, 2026
8e5636d
feat: make gibs tumble (rotate)
WofWca Jan 19, 2026
bdb2869
refactor: gibs: use `up` vec, not `origin[2]`
WofWca Jan 24, 2026
558c50d
feat: better gib positions for dead bodies
WofWca Jan 24, 2026
c021e7e
fix: better gib velocities for dead bodies
WofWca Jan 24, 2026
9b92f06
feat: better gibs direction on missile direct hit
WofWca Jan 22, 2026
89e08e9
improvement: increase `MAX_MARK_POLYS` 256 -> 1024
WofWca Jan 29, 2026
3a56190
feat: gibs: damage-based random velocity
WofWca Feb 2, 2026
eefc0c8
feat: try to make all players see the same gibs
WofWca Feb 5, 2026
6138028
fix: gibs: better, more sync, initial angles
WofWca Feb 5, 2026
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7 changes: 7 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,13 @@ Unofficial Quake III Arena gamecode patch
* fixed UI mouse sensitivity for high-resolution
* fixed not being able to gib after match end (right before showing the scores)
* fixed shotgun not gibbing unless aiming at the feet
* improved gibs physics, new CVARs
* `cg_oldGibs`
* `cg_gibs` is now non-binary: set to 1.3 to launch 3 more pieces of gibs,
or to 0.5 to half the amount of gibs
* `cg_gibsInheritPlayerVelocity`
* `cg_gibsExtraRandomVelocity`
* `cg_gibsExtraVerticalVelocity`
* fixed server browser + faster scanning
* fixed grappling hook muzzle position visuals
* new demo UI (subfolders,filtering,sorting)
Expand Down
12 changes: 11 additions & 1 deletion code/cgame/cg_cvar.h
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,14 @@ CG_CVAR( cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE )
CG_CVAR( cg_fov, "cg_fov", "90", CVAR_ARCHIVE )
CG_CVAR( cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE )
CG_CVAR( cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE )
CG_CVAR( cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE )
CG_CVAR( cg_gibs, "cg_gibs", "1.0", CVAR_ARCHIVE )
CG_CVAR( cg_oldGibs, "cg_oldGibs", "0", CVAR_ARCHIVE )
CG_CVAR( cg_gibsInheritPlayerVelocity, "cg_gibsInheritPlayerVelocity", "1.0", CVAR_ARCHIVE )
CG_CVAR( cg_gibsRandomVelocityFromKnockback, "cg_gibsRandomVelocityFromKnockback", "0.15", CVAR_ARCHIVE )
CG_CVAR( cg_gibsExtraRandomVelocity, "cg_gibsExtraRandomVelocity", "175", CVAR_ARCHIVE )
CG_CVAR( cg_gibsExtraVerticalVelocity, "cg_gibsExtraVerticalVelocity", "100", CVAR_ARCHIVE )
CG_CVAR( cg_gibsBounceFactor, "cg_gibsBounceFactor", "0.4", CVAR_ARCHIVE )
CG_CVAR( cg_gibsRotationFactor, "cg_gibsRotationFactor", "1.0", CVAR_ARCHIVE )
CG_CVAR( cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE )
Expand All @@ -39,6 +46,9 @@ CG_CVAR( cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE )
CG_CVAR( cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE )
CG_CVAR( cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE )
CG_CVAR( cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE )
// Note that ~290 corresponds to a free fall with no bounce from player height.
CG_CVAR( cg_bounceMarksMinImpactSpeed, "cg_bounceMarksMinImpactSpeed", "350", CVAR_ARCHIVE )
CG_CVAR( cg_bounceSoundMinImpactSpeed, "cg_bounceSoundMinImpactSpeed", "450", CVAR_ARCHIVE )
CG_CVAR( cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE )
CG_CVAR( cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE )
CG_CVAR( cg_railTrailRadius, "cg_railTrailRadius", "0", CVAR_ARCHIVE )
Expand Down
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