- change thruster_glow_len_factor to thruster02_glow_len_factor so it's a bit more obvious
- fix tbl entry so that it makes sense what you are setting :)
comment out APPLE_client_storage extension usage, I think this was messing some stuff up on OS X and causing memory errors
fix handling of cubemap data so that they can be read properly (can't believe it took so long to notice to an obvious and stupid bug)
be sure to un-bind textures during preload to avoid freaky little errors later
ifdef an error message from the framebuffer error code, Apple doesn't have this one define in their headers for some reason
restore lighting falloff capability from retail and non-HTL modes (only used for asteroids as far as I know)
various cleanups and speedups for dealing with lights
handle window/fullscreen/minimize changes better, fixes cursor handling mostly (Mantis bug #1146)
don't flush on gamma change, we don't really need to any more
handle messagebox popups better (until I done with even cooler code for handling that)
cleanup window state code a bit, and deal with activation and cursor handling better
handle WM_ERASEBKGND msg ourselves, prevents some flickering issues and gets rid of the need to self-paint the window to clear it
slightly better Win9x/WinME compatibility for the main window
- support for GL_ARB_texture_rectangle
- fix GL tear-down on movie exit
- fix sound tear-down order issue on OS X
- some speed increases, and get rid of the extra gr_clear() per-frame now that it's handled properly
- proper support for widescreen resolutions
- make print filters dynamic
- fix various little bugs and issues
- cleanup some non-used variables (non-Windows)
- put everything under NDEBUG like it was, or should be
- change to using data/fs2_open.log for log file (Windows)
- change to using data/debug_filter.cfg (Windows)
- make the extra debug window optional, and disabled by default (Windows)
- fix some possible NULL references
- clean up the SAFEPOINT() crap
make sure to go ahead and set the skybox model when it's set/changed in FRED
go ahead and load/set the envmap when it's set/changed in FRED
get rid of extra envmap image types, only DDS is actually supported (not sure what the hell I was thinking there)
- use the default black brush for clearing the screen, it's a little less stupid this way
- have the AVI player send messages back to the game rather than trying to poll for that extra crap
- remove the only DivX6 fix, there is better addressed by newer window handling code
add back the "-32bit" option, for retail compatibility (doesn't do anything, it's just there to avoid the unknown option message)
add "-debug_window" to turn on the Windows-only extra debug output window (it's off by default now, only logging to file instead)
1) Fix for mantis #1099, part 2.
2) when changing the player's ship using debug_cycle_player_ship(), initialize the
primary bank starting capacity so the support ship will rearm it.
- use proper hand-ness for OGL
- fix distortion
- get rid of extra index buffer requirement
change starfield bitmaps to use an instance matrix rather than going through all the trouble of resetting the view matrix
basic cleanup and get rid of a couple of struct/variable naming issues (compiler sanity)
make double sure that we aren't using culling of z-buffering when rendering starfield bitmaps