Zacam
142eda661c
Fix: MSVC signed/unsigned mismatch.
2010-12-25 13:16:37 +00:00
The_E
f05fcfade1
Trunk synk r6876
2010-12-22 14:48:44 +00:00
The_E
cb2a15ad1a
Trunk sync r6711
2010-11-05 00:47:58 +00:00
taylor
3f1263f39a
fix standalone problems with new gr_*_buffer() setup
2010-10-14 04:15:30 +00:00
Zacam
a40d0abf52
Trunk Sync - r6581.
2010-10-08 23:10:53 +00:00
Zacam
9dac4b2bc4
From taylor: go_faster
2010-09-23 02:19:27 +00:00
Zacam
585281635d
Trunk Sync - r4290
2010-09-22 22:39:29 +00:00
Zacam
3bebbbbcd0
Trunk Sync r6269. I hope this works. This is supposed to be a Trunk overlay merge into Antipodes, which should mean that Antipodes is now a copy of Trunk in all respects.
2010-06-29 22:09:34 +00:00
Zacam
ba66cee720
Trunk Sync - r5825
2010-01-17 23:13:55 +00:00
portej05
31e620931e
Trunk Sync
2009-12-14 13:34:13 +00:00
Flaming_Sword
2ccdcbc0fe
Trunk sync
2009-11-19 12:14:17 +00:00
portej05
d1a1f39974
Trunk Sync
2009-11-03 08:21:16 +00:00
portej05
b981f4147f
Trunk Sync
2009-09-12 15:18:09 +00:00
portej05
bc99d2520f
Trunk sync
2009-09-09 04:07:40 +00:00
portej05
c1ef2b9f61
Trunk Sync
2009-08-28 11:58:32 +00:00
portej05
eb9f23d6fd
Trunk Sync
2009-07-31 09:27:55 +00:00
portej05
aaf3a9bf09
safe_strings changes
2009-07-26 05:15:24 +00:00
portej05
5d6b9be53c
Removal of DirectX from the codebase.
...
VC6 and VC2008 solutions have been updated.
2009-07-09 11:35:43 +00:00
Sushi
fe87aed445
Added "$nocollide_this_only" and "$collide_invisible" submodel flags. The first one is like $no_collisions, but not recursive on submodels. The second one allows weapon impacts on the special "invisible" texture (normally only ship collisions are allowed). These two flags can be combined to implement invisible collision meshes, which can save a lot of FPS for complex models.
2009-06-29 18:55:20 +00:00
portej05
0ebf630314
KeldorKatarns Shield Checking Code.
2009-06-24 16:17:46 +00:00
portej05
719825f80d
The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
...
I've tested this through compiling and through hand checking.
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
karajorma
24de2cb225
Bobboau's Skybox flags code (via Wanderer then me)
2009-05-21 14:57:33 +00:00
Wanderer
b4eb17bd7f
merge from wanderer branch - limited rotation turrets, reset idle turrets option
2009-05-20 18:03:14 +00:00
Wanderer
4cd2a011db
merge from wanderer branch - fixed firingpoint and 'fire on target' subsystem flags
2009-05-20 13:24:57 +00:00
Wanderer
cb3085e58c
merge from wanderer branch - subsys/turret sounds
2009-05-20 12:24:45 +00:00
Goober5000
6e4021888d
add apostrophes to contractions, lol
2009-04-10 07:49:12 +00:00
Wanderer
4ea1424e64
possible fix for the missing thruster glow names.
...
changed phrasing of unrecognized type subsystem issue to less severe.
forced game to warn only once if exceeding max ship classes.
2009-02-25 14:50:59 +00:00
WMCoolmon
e71d060984
Core all-RTT code.
2008-08-30 11:03:03 +00:00
taylor
9231692e48
basic commit of a few Xt tree changes
...
- updated OpenGL code (basic shader support, etc.)
- new ships lab code
- scripting RTT fixes
- don't let FRED hog CPU time
2008-07-16 02:49:19 +00:00
Wanderer
6f67df5835
fix for the detail box parsing (issue reported by Water)
2008-06-13 13:18:43 +00:00
WMCoolmon
6bdf192fec
Scripting:
...
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
2008-05-25 22:52:05 +00:00
taylor
677a285bcf
if no paths then don't try to allocate memory for them (avoids Int3() check in vm_malloc from requesting a size of 0)
2008-03-31 12:59:10 +00:00
taylor
d8c2926962
bring OS X stuff up to date
2008-03-31 01:39:17 +00:00
taylor
461922f046
some minor mprintf() cleanup
2008-03-28 03:32:38 +00:00
taylor
0c572367ba
side-turret patch from KeldorKatarn
2008-03-20 22:18:33 +00:00
Kazan
90808c47a9
better way of doing the SLDC endianity swapping according to taylor
2008-02-12 00:49:22 +00:00
Kazan
529f1f910c
Endian-gender safety for SLDC, 1st part of $no_collide (need to make it not obscure objects behind such chunks)
2008-02-12 00:41:21 +00:00
Kazan
ee17e62350
Shield Collision Tree Support (POF Chunk SLDC)
2008-02-11 22:33:43 +00:00
Goober5000
6477cfdfc0
catch invalid bounding boxes caused by buggy POF editors ;)
2007-12-03 04:47:02 +00:00
Goober5000
f76ba63460
watch out for bad MOI values
2007-12-02 08:21:50 +00:00
Goober5000
e4e2692070
fix a minor bug in the dockpoint system (affects sm2-07a in the Port)
2007-10-21 22:11:17 +00:00
Goober5000
7d8efa9911
remove duplicate model texture replacement
2007-02-21 01:44:02 +00:00
Goober5000
3c3416fa3b
the great big duplicate model removal commit
2007-02-20 04:20:38 +00:00
taylor
73fb0897a8
IBX version 2 support (includes Bobboau's earlier D3D fixes for it)
2007-02-12 00:19:48 +00:00
Goober5000
620fba2f58
fix spelling... *twitch*
2006-12-28 22:47:16 +00:00
Goober5000
2783d62500
improve error message
2006-11-04 17:22:54 +00:00
taylor
67305cfda5
make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43 )
2006-11-01 18:35:58 +00:00
taylor
403b8885cd
forgot this part of the render box fix (obviously no one ever really tried to use this feature, since it has never worked)
2006-10-28 04:01:33 +00:00
taylor
f4ec613af4
various bits of cleanup (slight reformatting to help readability, remove old/dead code bits, etc.)
...
deal with a index_buffer memory leak that Valgrind has always complained about
make HTL model buffers dynamic (get rid of MAX_BUFFERS_PER_SUBMODEL)
get rid of MAX_BUFFERS
make D3D vertex buffers dynamic, like OGL has already done
2006-10-24 13:24:12 +00:00
taylor
0107652287
maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit
2006-08-19 04:38:47 +00:00