Swifty
c620372357
Soft shadows, deferred lighting, and various major graphics optimizations.
2015-05-02 14:35:37 -07:00
niffiwan
b0bb0ee3be
Remove gcc -Wunused-but-set-variable warnings
2015-04-29 20:27:49 +10:00
MageKing17
e4072d6e51
Adding area-of-effect capability to Electronics weapons.
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By adding an "+Area Of Effect" line after "+New Style:" or "+Old Style:", it causes every ship caught in the weapon's shockwave or blast to suffer electronics disruption. Requested by Black Wolf.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11173 387891d4-d844-0410-90c0-e4c51a9137d3
2014-11-21 18:43:52 +10:00
Echelon9
4033465143
Fix Coverity reports of Uninitialized scalar variable with the vertex struct. Should vertex ever be converted to a class from a struct, these memsets as well as the pre-existing ones will need to be removed in favour of a proper constructor of the then vertex class.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10732 387891d4-d844-0410-90c0-e4c51a9137d3
2014-06-02 18:29:59 +10:00
Echelon9
3c155fd888
Fix Mantis Issue #3033 : AddressSanitizer: global-buffer-overflow in shockwave_move()
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10568 387891d4-d844-0410-90c0-e4c51a9137d3
2014-04-22 19:22:25 +10:00
Goober5000
fe934190ac
clarify that some structs should now be treated as classes change shockwave_create_info back to being a struct fix some missing shockwave_create_info initialization
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9817 387891d4-d844-0410-90c0-e4c51a9137d3
2013-09-26 18:51:35 +10:00
Goober5000
4e2ee8bece
Mantis #2852 : commit the newest version of the patch, based on discussion
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9697 387891d4-d844-0410-90c0-e4c51a9137d3
2013-07-26 08:14:29 +10:00
Goober5000
693448eb99
Mantis #2852 : good catch, but I'd rather not modify the damage variable... and also, there's the danger of divide-by-zero which wasn't checked
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9696 387891d4-d844-0410-90c0-e4c51a9137d3
2013-07-26 08:14:29 +10:00
Echelon9
773ada0084
Fix Mantis 2852: AddressSanitizer: global-buffer-overflow in shockwave_move() shockwave.cpp:359
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9695 387891d4-d844-0410-90c0-e4c51a9137d3
2013-07-26 08:14:29 +10:00
niffiwan
d19c6702cf
GCC warning: weapon/shockwave.cpp - variable set but not used
2012-06-11 10:12:09 +00:00
Zacam
2cb5b15bd8
Nukes changes to the Armor Table for Difficulty Scaling and additional options.
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Potentially handles Mantis issues 2493 and/or 2494.
http://www.hard-light.net/forums/index.php?topic=78277.0
2012-03-28 06:25:26 +00:00
The_E
2583d974e5
Adds weapons.tbl flag "ciws". This allows a flak weapons' blasts and shockwaves to damage bombs (essentially a reversal of the way the "takes blast/shockwave damage" flaks work)
2012-01-29 12:13:12 +00:00
Valathil
8208aecf1b
Fix crash when framebuffer shockwaves are enabled but no weapon loads the standard shockwave animation
2011-12-08 21:58:16 +00:00
Echelon9
21c2449f0b
Documentation: Changes such that the Doxygen log reports clean, in anticipation of 3.6.14 release
2011-11-28 13:03:38 +00:00
Sushi
6a1f8a692c
Add $Armor Type support for missiles (table entry goes right after $Weapon Hitpoints)
2011-11-15 19:05:30 +00:00
Echelon9
9f711bf53e
Documentation: General code cleanup for 64bit
2011-11-05 08:12:04 +00:00
Echelon9
22219ed382
Documentation: Code cleanup of shockwaves.cpp and ancilliary changes
2011-10-23 05:00:49 +00:00
Valathil
da6727d9d1
Let's try this again. Adding Framebuffer distortion thrusters and explosions.
2011-08-22 17:57:01 +00:00
Zacam
583f5c976f
Revert 7498: You should also test without optional command lines present, yellow disco screens of death in-mission are bad.
2011-08-21 04:04:45 +00:00
Valathil
89da5f6fdc
Added thruster heat distortions and explosion framebuffer effects
2011-08-20 23:31:07 +00:00
Swifty
fe605149c4
Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
2011-08-20 22:14:52 +00:00
Goober5000
d57ab51162
change fl_radian to fl_radians so as to be consistent
2010-12-31 04:02:41 +00:00
Sushi
b64303a19e
Support for allowing bombs to be destroyed by weapon blast and/or shockwaves. Weapon flags are "takes blast damage" and "takes shockwave damage"
2010-08-05 14:17:20 +00:00
portej05
7e65e47acc
Fix for issues caused by memset and _HAS_ITERATOR_DEBUGGING.
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Some ugliness involved (placement new - yuck!), however given that a lot of our structures are allocated with vm_malloc, I haven't got a better way around this at present.
2009-11-13 18:06:27 +00:00
portej05
0383415a3b
Antipodes 3 from Flaming_Sword
2009-09-26 05:52:17 +00:00
portej05
98f337f701
safe_strings - from Antipodes build #1
2009-07-27 16:06:24 +00:00
chief1983
b0b03a7f7d
Fix 1959, the shockwave flag. Again. Hopefully this one doesn't have any other repurcussions.
2009-07-13 01:20:36 +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
chief1983
8406bfada6
Hopefully this will actually let it load the 2d without breaking WCS again
2008-12-09 23:51:13 +00:00
chief1983
d12f0c7ae9
Fix for disabled 3d shockwave flag when 2d shockwave doesn't exist - fallback to 3d anyway
2008-12-04 17:27:26 +00:00
phreak
f4ba5d0bb2
Apply Spicious' patch from http://www.hard-light.net/forums/index.php/topic,57573.0.html
2008-11-04 05:21:00 +00:00
taylor
3c9f6d9c71
add VALID_FNAME() macro and put it around a few places (more to come)
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clean out some old variables
move CLAMP() macro from opengl header to global header
update COUNT_ESTIMATE to match new bmpman changes
2007-02-11 09:35:11 +00:00
taylor
2873974f60
cleanup shockwave code a bit
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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
2006-12-07 18:30:20 +00:00
taylor
26ce630805
more cleanup of warp_global crap
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scale render/detail box limits with detail level setting
make sure that we reset culling and zbuffer after each model buffer that gets rendered
2006-10-27 21:37:11 +00:00
taylor
7978379a54
rename set_warp_globals() to model_set_warp_globals()
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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
2006-10-27 06:42:30 +00:00
taylor
2bcfd2c869
if shockwaves weren't loaded then don't try to unload them (fixes standalone crash)
2006-10-01 19:29:35 +00:00
taylor
22da5ec0fd
make sure that we properly page in textures for 3d shockwave models
2006-08-22 05:47:00 +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
taylor
f60885578e
add some minor error catches for invalid values
2006-07-06 21:55:38 +00:00
taylor
f7d89326b0
some minor cleanup
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remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
wmcoolmon
9198b46de8
Allow "none" in $Shockwave Model to disable shockwave
2006-03-18 09:25:55 +00:00
Goober5000
a9642a2a86
more tweaks, plus clarification of checks for the existence of files
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--Goober5000
2006-02-13 00:20:46 +00:00
taylor
425c7b86b4
deal with cf_find_file_location() changes
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add a central parse_modular_table() function which anything can use
fix up weapon_expl so that it can properly handle modular tables and LOD count changes
add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
2005-12-28 22:17:02 +00:00
wmcoolmon
9fea22d551
Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons
2005-12-04 19:02:36 +00:00
Goober5000
fc71c4781b
bypass annoying warnings when loading optional models
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--Goober5000
2005-12-01 07:45:21 +00:00
wmcoolmon
78fab0c331
Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes
2005-10-30 06:45:00 +00:00
taylor
2a97e46c9b
basic cleaning, removing old/useless code, sanity stuff, etc:
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- very minor performance boost from not doing stupid things :)
- minor change to 3d shockwave sizing to better approximate 2d effect movements
- for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
- removed extra tcache_set on OGL spec map code, not sure how that slipped in
2005-08-25 22:40:04 +00:00
taylor
e001fd52d6
some minor cleanup
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don't load the default 2d shockwave graphics if we have a default 3d shockwave, they won't get used and only take up memory
2005-08-07 09:25:55 +00:00
taylor
9016077974
fix 3-D shockwave frame detection so that it will use the proper number of frames for the animation (not less, not more)
2005-08-05 15:33:45 +00:00