phreak
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e902bd2a93
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Get rid of 1-letter and non-descriptive variable names.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4293 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:06 +10:00 |
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Goober5000
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d68a225582
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added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4251 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:04 +10:00 |
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phreak
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0f1f2ae2f3
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Local SSMs shouldn't jump into subspace if they're not homing.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4240 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:04 +10:00 |
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Goober5000
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9bcb844f0b
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restore WMC's ship flag
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4195 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:00 +10:00 |
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Goober5000
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415f273e07
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fixed a small bug in the lab moved WMC's no damage scaling flag to ai_profiles and made it work correctly removed my old supercap damage scaling change moved Turey's truefire flag to ai_profiles
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4192 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:00 +10:00 |
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turey
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56c871d49d
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Initial commit of Training Weapons / Simulated Hull code.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4190 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:00 +10:00 |
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turey
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d011acdc74
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Truefire weapons code, adds firing ship's velocity to weapon velocity for a more realistic firing, especially during glide. Activated with the "truefire" flag on a weapon.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4189 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:43:00 +10:00 |
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taylor
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908da6af8c
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various bits of cleanup don't draw beam impact effect if we are hitting a shield updated hit shield quadrant properly for player when a beam hits set shield quadrant and exit_flag properly for collision info so that we don't count damage twice and handle no_pierce_shields properly
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4168 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:59 +10:00 |
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taylor
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0e800d166a
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fix armor index bug for shockwaves
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4167 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:59 +10:00 |
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taylor
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9ca28ed022
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very minor optimization (mul is much faster than div)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4147 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:58 +10:00 |
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taylor
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699c125aa8
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only add player-allowed flag on #Weak weapons when their non-weak versions also have the flag (Goober #73)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4133 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:57 +10:00 |
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taylor
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045efc90a5
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little cleanup fix memory size fubar on trail vlist ptr
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4132 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:57 +10:00 |
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taylor
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2aeade2140
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cleanup error message allow launch_snd from tbl to be used for beam weapon shot sound (Mantis #1263)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4123 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:57 +10:00 |
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taylor
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183bfa7e54
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fix breakage
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4091 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:56 +10:00 |
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taylor
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9cf236972b
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bit of cleanup and minor performance tweaks sync up with new generic_anim/bitmap and weapon delayed loading changes with generic_anim, use Goober's animation timing for beam section and glow animations make trail render list dynamic (as well as it can be)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4090 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:56 +10:00 |
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taylor
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bb87b7c6b8
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little bit of cleanup set "#Weak" weapons to always get the "player allowed" flag (Mantis #1301)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4070 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:55 +10:00 |
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taylor
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2fa81b72f2
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make use of generic_anim and generic_bitmap where possible bunch of cleanup and little optimizations add "+remove" tbl option to completely get rid of particular beam sections delayed loading of bitmaps, will only do it after all tbl/tbm have been parsed if we are using a POF missile which isn't loaded yet, try and load it before going crazy bug fix and optimization for laser color setting
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4069 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:55 +10:00 |
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Goober5000
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9baae44f88
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revert to retail behavior
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4051 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:54 +10:00 |
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Goober5000
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aefb3efe15
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the great big duplicate model removal commit
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4050 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:54 +10:00 |
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Goober5000
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d9fb4b15b9
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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
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2015-04-29 18:42:53 +10:00 |
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Goober5000
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42ab4d6622
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massive shield infrastructure commit
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4008 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:52 +10:00 |
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taylor
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96c7dbcbb6
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dd VALID_FNAME() macro and put it around a few places (more to come) clean out some old variables move CLAMP() macro from opengl header to global header update COUNT_ESTIMATE to match new bmpman changes
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3988 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:51 +10:00 |
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Goober5000
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da15e932a4
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fix spelling
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3970 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:50 +10:00 |
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Goober5000
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6abfb88b50
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hm, didn't notice this new feature
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3944 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:49 +10:00 |
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Goober5000
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79c9d90938
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Cleaned up the ship-weapon collision code for both conventional weapons and beams. Improved readability and clarity; untangled program flow; cleaned up sloppy enhancements. Fixed a few bugs too.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3943 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:49 +10:00 |
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phreak
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b7d24781ac
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spawn weapons now have the option of passing a target lock onto their children.
http://www.hard-light.net/forums/index.php/topic,45166.0.html
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3934 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:48 +10:00 |
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wmcoolmon
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ff8572af7d
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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
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2015-04-29 18:42:47 +10:00 |
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wmcoolmon
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475acdf495
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Fix HEAD
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3903 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:46 +10:00 |
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bobboau
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a3daa5ff3b
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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
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2015-04-29 18:42:46 +10:00 |
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wmcoolmon
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9405a8c1e2
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Attempt to remove various warnings under MSVC 2003, mostly related to casting, but also some instances of inaccessible code.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3898 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:46 +10:00 |
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Goober5000
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ac732f8136
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hmm... I guess when I fixed this back in 2004, I fixed it the wrong way :D
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3893 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:46 +10:00 |
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taylor
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7ec286cf81
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cleanup shockwave code a bit make Shockwave_info dynamic lot of fixage to allow 2D and 3D shockwaves to work better fix for Mantis bug #1148 properly handle both "none" and "<none>" for 2D and 3D shockwave names better handling, preloading wise, of 3D shockwaves and their textures
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3869 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:45 +10:00 |
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taylor
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bc64eb6ead
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make expl info dyanmic fix possible out-of-bounds on expl lod checking fix memory leak from modular tables
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3860 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:44 +10:00 |
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wmcoolmon
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fb94960327
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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
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2015-04-29 18:42:42 +10:00 |
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taylor
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9e4c322740
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updated/fixed modelanim code
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3713 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:40 +10:00 |
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taylor
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4403762592
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more cleanup of warp_global crap scale render/detail box limits with detail level setting make sure that we reset culling and zbuffer after each model buffer that gets rendered
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3712 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:40 +10:00 |
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taylor
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36f80a7355
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rename set_warp_globals() to model_set_warp_globals() 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
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3708 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:39 +10:00 |
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Goober5000
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9360755de9
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fix forum links
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3631 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:37 +10:00 |
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taylor
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d5f3ec6a4e
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if shockwaves weren't loaded then don't try to unload them (fixes standalone crash)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3618 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:37 +10:00 |
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taylor
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166aafc603
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forgot to check that error message to match the new struct format
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3561 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:34 +10:00 |
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taylor
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471b758539
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fixes for stuff_string() bounds checking
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3549 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:34 +10:00 |
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taylor
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c29aa3e9e3
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fixes for stuff_string() bounds checking stict compiler build fixes
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3548 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:34 +10:00 |
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taylor
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c29957eb1a
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make muzzle flash info dynamic add support for modular mflash tables (*-mfl.tbm)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3530 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:33 +10:00 |
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taylor
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5702c16c87
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don't try to draw beam sections if there is no valid texture for it, or if there is no width
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3528 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:32 +10:00 |
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taylor
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1a3659ac2a
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make sure that we properly page in textures for 3d shockwave models
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3527 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:32 +10:00 |
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taylor
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6f62889368
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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
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2015-04-29 18:42:30 +10:00 |
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taylor
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9774840088
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minor cleanup/optimization to beam warmup glow rendering function various lighting code cleanups - try to always make sure beam origin lights occur outside of model - make Static_lights[] dynamic - be sure to reset to first 8 lights when moving on to render spec related texture passes - add ambient color to point lights (helps warp effects) - sort lights to try and get more important and/or visible lights to always happen in initial render pass
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3357 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:27 +10:00 |
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taylor
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791c6885ac
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debug-build-only issue, make sure that thrusters are properly enabled if needed for POF based weapons when using cheat keys
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3313 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:24 +10:00 |
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taylor
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f482a89ab6
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add some minor error catches for invalid values
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3306 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:24 +10:00 |
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Goober5000
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1f9f692bfd
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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
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2015-04-29 18:42:23 +10:00 |
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