Goober5000
7e5b2aee52
turn mc_info into a plain data struct, part 2
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9822 387891d4-d844-0410-90c0-e4c51a9137d3
2013-09-26 18:51:36 +10:00
Valathil
456290db4e
Fix for Mantis 2364: Load the relevant thruster bitmaps when switching weapons in lab.
2012-12-18 20:09:08 +00:00
Goober5000
b329c4020a
fix Mantis #2752
2012-12-13 06:14:04 +00:00
Goober5000
0627377338
Admiral MS's fix for Mantis #2723
2012-11-12 06:57:18 +00:00
Goober5000
b09e535c3b
Admiral MS's fix to the lab weaponmodel fix
2012-10-31 01:56:35 +00:00
Goober5000
b8ce4b7a7e
fix from Admiral MS -- page out weapons when lab is exited
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also, modelnum comparisons should be >= 0, not > 0
2012-10-29 20:26:29 +00:00
The_E
f98e75dde6
A few updates to Team Colors:
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-Team Colors can now be applied to player ships
-change-team-color sexp for on the fly changes
-New F3 lab controls: T and Y can now be used to cycle team color presets
2012-10-26 18:39:43 +00:00
Goober5000
3e08e72d5b
Admiral MS's lab patch
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http://www.hard-light.net/forums/index.php?topic=82192.0
2012-09-30 19:43:24 +00:00
m_m
947263a047
Let's try this again, hopefully this time without reverting previous changes. See r9215 for a better description.
2012-09-24 16:17:26 +00:00
The_E
1f8dcf5494
Reverting 9215, because it conflicts massively with my fixes for hud_gauges. m|m, did you update your checkout before committing your stuff?
2012-09-22 21:41:23 +00:00
m_m
1faee4f711
Added weapon specific HUD tracking and lock-on sounds and in-flight sounds.
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New options are $TrackingSnd, $LockedSnd, $InFlightSnd and +Inflight sound type.
2012-09-20 13:05:09 +00:00
The_E
c69f00d90e
Fixes issue with Team Colors accidentally causing a null pointer dereference. Thanks to mjn.mixael for prodding at this.
2012-09-11 22:24:45 +00:00
Swifty
c6c12fc251
go_even_faster: Improved collision detection performance by rewriting broadphase and narrowphase testing.
2012-08-11 21:14:53 +00:00
The_E
3b1a94b751
After a long time being tested in TAP, Team Colors are now stable. Please refer to http://www.hard-light.net/forums/index.php?topic=79743.0 for details.
2012-07-28 20:53:57 +00:00
Zacam
15f7e72fc6
From CommanderDJ: Makes MAX_SHIELD_ICONS dynamic
2012-02-09 12:40:15 +00:00
Echelon9
f95628f94d
Documentation: Missionweaponchoice.cpp and related changes. Removed a few redundant functions.
2012-01-22 06:47:55 +00:00
Valathil
e3773925ee
Fix for Mantis 2572: Just dont render 0.0 Laser Length weapons
2012-01-18 19:21:38 +00:00
The_E
0f2f77d2d5
Fix for Mantis 2544: Crash when opening the "Class Variables" window for a weapon.
2011-11-15 22:54:21 +00:00
Echelon9
9f711bf53e
Documentation: General code cleanup for 64bit
2011-11-05 08:12:04 +00:00
Echelon9
41919ee15b
Clarify some aspects of the geometry map and distortion map batchers, as well as clarifying and making consistent the function calling conventions throughout the code.
2011-10-16 05:08:33 +00:00
Echelon9
6d4f266e52
Use SCP_* types to access STL types wherever possible. This allows more complete memory monitoring
2011-10-03 09:06:56 +00:00
Valathil
a899b8601f
Allow customization of the thruster distortion effect in species_defs.tbl and ships.tbl
2011-09-12 03:59:45 +00:00
Echelon9
a248a37d58
PVS-Studio: Fix V805. Decreased performance. It is inefficient to identify an empty string by using 'strlen(str) > 0' construct
2011-08-24 13:37:01 +00:00
Valathil
da6727d9d1
Let's try this again. Adding Framebuffer distortion thrusters and explosions.
2011-08-22 17:57:01 +00:00
Swifty
fe605149c4
Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
2011-08-20 22:14:52 +00:00
The_E
8fb2085a9d
Adding the realtime ship/weapon select effects by Valathil.
2011-07-26 22:02:12 +00:00
The_E
444936ec21
This will make the lab more useful, as it is now possible to adjust the bloom intensity on-the-fly by pressing b (for more bloom) or n (for less bloom).
2011-05-19 14:51:51 +00:00
The_E
ad1297167d
Adding a bit of configurability to the FXAA business. This alters the F3 Lab so that the number keys correspond to FXAA presets (with 0 being lowest and fastest, default being 3). Also adds the "-fxaa_preset" commandline argument, which accepts a single int parameter. New Shaders needed to take full advantage of this, see forum thread ( http://www.hard-light.net/forums/index.php?topic=76145.0 ) for details.
2011-05-18 11:37:27 +00:00
The_E
41bfa86911
This will enable FXAA support in FSO (Read: Antialiasing as a post-process stage). In order to use it, the shaders found here: http://blueplanet.fsmods.net/E/stuff/FXAA-shaders.7z need to be in data/effects.
2011-05-17 14:57:33 +00:00
Echelon9
2c8dc2722d
Effective STL: Use Container.empty() instead of Container.size() == 0 in if() statements
2011-02-25 14:38:28 +00:00
The_E
b4db3b3ecf
FUBAR's damage type sexps. Tested ad nauseum by BP.
2011-01-18 16:21:36 +00:00
Zacam
75043ff5b1
go_faster from Antipodes 6. Everybody, say "Thank you, taylor!"
2010-10-18 18:32:37 +00:00
The_E
3d3fbb3002
Fixes a crash when "Test Load Ship" was used with a ship that has turrets with rotation sounds defined.
2010-08-25 20:24:34 +00:00
karajorma
10d6940145
GencGenghis' fix for Mantis 2155 (No error checking for certain ship problems in the lab that FRED does pick up).
2010-05-02 05:54:26 +00:00
chief1983
1435ef0752
Fix for #1914 : Add a Skybox CLAMP flag to FRED that forces clamped textures instead of tiling.
2009-11-19 05:51:26 +00:00
portej05
98f337f701
safe_strings - from Antipodes build #1
2009-07-27 16:06:24 +00:00
Wanderer
014b7e4300
Commit of thruster effects for ship and weapon flame and for weapon glow effects
2009-07-19 16:07:23 +00:00
portej05
6a8d45c93d
Replace most instances of std::vector with SCP_vector. Memory is now all run through vm_malloc and vm_free.
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Watch it go up AND down in mission.
2009-07-11 07:07:57 +00:00
portej05
719825f80d
The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
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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
15fe7f2ffe
Commit Echelon9's flag to prevent the addition of noise to thrusters.
2009-06-06 10:46:10 +00:00
karajorma
a4e623db23
Portej05's preFAST warning fixes.
2009-05-17 11:50:48 +00:00
taylor
9231692e48
basic commit of a few Xt tree changes
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- 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
Goober5000
1505576dfb
fixed a small bug in the lab
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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
2007-07-15 02:45:51 +00:00
Goober5000
0fafd8dcde
add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty
2007-02-27 01:44:48 +00:00
taylor
b5fb6913f8
fix a couple of things that I missed earlier
2007-02-12 02:19:45 +00:00
Goober5000
057c4876f9
invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug
2007-02-11 06:19:08 +00:00
taylor
2df79570ae
add "Render full detail" support to the lab as well
2006-10-27 06:35:29 +00:00
taylor
8a9d540c4c
make Species_info[] and Asteroid_info[] dynamic
2006-08-27 18:12:42 +00:00
taylor
990d246a9a
add render option for no glowmaps
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remove render option for fog (why was this even there??)
add tech model view for missiles with special tech models (will hopefully help spur some work towards fixing the currently broken models)
handle Z-buf issue that made the lab interface disappear when the transparent render option was ticked
2006-08-19 04:26:32 +00:00
taylor
eaeb6f61a2
hopefully this should get missile viewing working decently again
2006-07-08 11:30:13 +00:00