* Made lens flare size proportional to model size.
* Updated fireball_wormhole_intensity function to be smooth and unbreakable
* Added variable frame frate warp and new lens flare animation.
* Last animation changes made since I stopped coding.
* Made cinematic animation, warp-size ratio, and flare-size-ratio parameters configurable by table. New exp_to_line function to be more consistent and to fix a bug.
* Made everything configurable by table.
* Updated default values for cinematic warp animation.
* Fixed the usage of MAX() so that it assigns to the variable.
* Fixed obvious freakin' double to float casting warnings.
* Made requested changes. Flare animation can now be specified with an enum and default else statements will not override earlier entries.
* Changed warp table parameters to Warp flare style and Warp model style.
* Added defaults to switch statements, and made this backwards compatible with older mediavps.
* Removed commented code.
* Opened up flare flickering for table editing.
* Restored cinematic warp flare ratio default.
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict
Covertity is complaining about portions of the verts array being uninitialized, so this is just a quick change to initialize the array first before doing anything else.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything)
add MR_FULL_DETAIL to render an object regardless of render/detail box setting
change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive
minor bits of cleanup
change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
- very minor performance boost from not doing stupid things :)
- minor change to 3d shockwave sizing to better approximate 2d effect movements
- for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
- removed extra tcache_set on OGL spec map code, not sure how that slipped in