Commit Graph
133 Commits
Author SHA1 Message Date
Goober5000 7cf6c12bdd add model compare capability (currently only via debug console)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4057 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000 10cfd130aa remove duplicate model texture replacement
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4054 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000 aefb3efe15 the great big duplicate model removal commit
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4050 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:54 +10:00
Goober5000 d9fb4b15b9 revert Bobboau's commits for the past two months; these will be added in later in a less messy/buggy manner
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4041 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:53 +10:00
Goober5000 658b1e6024 new feature: shield generators that control whether the shield is up
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3967 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:50 +10:00
Goober5000 c908adb515 fixed two of Bobboau's bizarre bugs
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3932 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:48 +10:00
karajorma 9691112aa3 Well that's going to cause a few crashes (Thanks to ni1s for spotting it)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3931 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:48 +10:00
wmcoolmon ff8572af7d Fix CVS & correct various warnings under MSVC 2003
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3904 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:47 +10:00
bobboau a3daa5ff3b ok, something aparently went wrong, last time, so I'm commiting again hopefully it should work this time damnit WORK!!!
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3900 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:46 +10:00
taylor 030270f2a8 add support for new IBX format which can support up to UINT_MAX worth of verts (NOTE: D3D code still needs to be made compatible with this!!)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3885 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:45 +10:00
Goober5000 1348a3758c fix spelling... *twitch*
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3824 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:43 +10:00
wmcoolmon fb94960327 WMC codebase commit. See pre-commit build thread for details on changes.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3821 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:42 +10:00
taylor f4a3cb0a0f make glow_point array for thrusters and glow_point_banks dynamic (a proper fix for old Mantis bug #43)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3717 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor d9360337a8 forgot this part of the render box fix (obviously no one ever really tried to use this feature, since it has never worked)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3715 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:40 +10:00
taylor 3665f9c80d 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
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3694 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:39 +10:00
Goober5000 8ff52a5f57 improve error message
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3684 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:38 +10:00
taylor 6f62889368 maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3453 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:30 +10:00
taylor f106d752dd minor changes to game_busy() debug text - don't alloc it for bmpman, and make sure to only call on textures that we are loading - add text for model loading, gets rid of the long-wait issue when it appears to not be doing anything early on
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3354 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:27 +10:00
taylor d5f2d2db88 make glow point banks dynamic
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3345 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor 3beb39f3de fix for animated texture map issues (*part one*), this should be faster than before too, and fix inf-loop/div-by-0 issues
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3335 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:26 +10:00
taylor 2f0d12e022 rest of the map/glow changes - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model - same for glowpoints, back on a per-ship basis - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) - fix glowmaps for shockwaves again - add support for animated specmaps (mainly for TBP and Starfox mods) some minor code cleanup and compiler warning fixes
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3304 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:24 +10:00
Goober5000 c969d5b4ef fix a couple of typos --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3287 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000 1f9f692bfd 1) complete (almost) changeover to reorganized texture mapping system 2) finally fix texture animation; textures now animate at the correct speed --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3285 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000 b4fcd028f0 cvs comment tweaks
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3282 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000 a622bf7e8e --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3279 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:23 +10:00
Goober5000 9d6a9f7df7 add fighterbay restriction code --Goober5000
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3157 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:18 +10:00
Goober5000 3d73663123 some cosmetic changes in preparation for bay arrival/departure code
--Goober5000
2006-05-31 03:05:43 +00:00
taylor 6bc34644ad comment out the model cache stuff, it's old and not actually used anyway
minor cleanup of some modelinterp.cpp code, to make it more readable
fix tertiary thruster batcher which had the radius value swapped
comment out a couple places where we were doing a D3D or OGL check (it's always true so why bother)
add more support for NO_DIRECT3D so that it can be used on Windows to build without D3D
2006-05-27 16:57:13 +00:00
Goober5000 0e2d3156db fix for Mantis #875
--Goober5000
2006-05-16 15:54:39 +00:00
Goober5000 7e41877b7b proper capitalization according to Volition 2006-04-20 06:32:30 +00:00
bobboau 7c36a78db8 bugfix for the animation system 2006-04-18 00:56:28 +00:00
taylor 859482541c more checking to make sure that the malloc calls are actually needed 2006-04-14 18:37:06 +00:00
taylor 069698806d make sure we don't allocate any memory for turrets unless there are some, was causing a few various memory issues, mainly for debug builds
(there is more of this same checking on the way for the other malloc() calls during model loading, and vm_malloc() will be set to
   Assert() on a 0 or less size as well)
2006-04-13 12:19:33 +00:00
taylor 8d6162b7ab fix model_allocate_interp_data() extern for OSX 2006-03-25 22:44:52 +00:00
taylor a31f44a4a8 never try and load glow or shine maps if we don't have a base map for it
but WMC's bumpmap block in a BUMPMAPPING define since it useless most of the time
2006-03-18 10:25:05 +00:00
taylor 4be8b5b054 add model_allocate_interp_data() extern for PPC machines 2006-03-08 05:15:20 +00:00
wmcoolmon 5ab3f6cb11 Consistency in Lua 2D funcs; fix FRED2 loading screen images dialog boxes. 2006-02-27 00:40:34 +00:00
taylor c9c87b8019 one friggin line, should have been able to notice that sooner 2006-02-26 11:09:31 +00:00
Goober5000 b52b6b1e00 spelling 2006-02-25 21:47:19 +00:00
taylor bb1ca10fcd vm_extract_angles_vector() doesn't do the same thing that this code used to so don't use it 2006-02-24 07:32:11 +00:00
taylor 9e857ae2c4 NULL vec warning fix (basically just setup as if it were NULL and skip the extra work if needed)
more bmpman related fixes, mainly addresses the condition where it would try to render textures that have been released
have model_unload() run through Ship_info[] and clear out modelnum's when they are free'd (makes more sense here than doing it on level load to keep counts right)
fix missing subsystem warning messages
2006-02-16 05:31:00 +00:00
Goober5000 64e86452d0 pare down the pragmas some more
--Goober5000
2006-01-26 03:23:30 +00:00
taylor fa811c3915 allow gr_render_buffer() to take TMAP flags
let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side)
add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views
make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions
2006-01-18 16:14:04 +00:00
phreak 018d586f49 Only display the capped normal message in debug builds 2006-01-16 07:46:03 +00:00
wmcoolmon eba6d1dff9 Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access. 2006-01-14 19:54:55 +00:00
wmcoolmon dacfc2d704 Made turret handling code more descriptive 2006-01-11 21:23:43 +00:00
wmcoolmon 246cfcfa65 Codebase commit, most notably including objecttypes.tbl 2005-12-29 08:08:42 +00:00
phreak 79ba02b4e2 [V] can't spell 'turret' 2005-12-15 04:31:05 +00:00
taylor 79d4c25871 make sure that we don't get "-transport" in with the transparent filename check (TBP bug) 2005-11-13 06:47:26 +00:00
wmcoolmon 7cd75811db More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix 2005-11-08 01:04:02 +00:00