make sure that default entries always get used in techroom if they don't otherwise have the techroom visibility flag
fix crash bug where the first entry in the various lists wasn't ever initialized if there is no ship/weapon/intel info to show
note that a nprintf() with "Warning" or "General" is basically the same thing as mprintf()
make sure that OpenAL init failures always get to the debug log
add some memory management to help keep size of techroom down
new hotkey Ctrl-Shift-S to show all ships rather than just viewable
make Weapon_list allocate on load just like Ship_list
unload all textures and models on techroom_close()
started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
still needs a lot of work, ubt the frame rates were getting with it are incredable
the biggest problem it still has is a bad lightmanegment system, and the zbuffer
doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
and weapons, I think these should be modifyed to be sent through hardware,
it would be slightly faster and it would likely fix the problem
also the thruster glow/particle stuff I did is now in.
Should all work now if setup properly with version 2.4 of the launcher.
FS2_SPEECH can be used to make the speech code compile if you have SAPI 5.1 SDK installed.
Otherwise the compile flag should not be set and it should all compile OK.
- RT
collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code