modelinterp.cpp:parse_tmap() -> first IS_VEC_NULL() check would fail, wasn't a second on reassign
aicode.cpp:ai_path() -> when (Pl_objp->pos == gcvp), fixed globally in vecmat.cpp:vm_vec_dot_to_point()
- I think everything should default to resize now (much easier than having to figure that crap out)
- new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
- lots of little cleanups which fix several strange offset/size problems
- fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
and this makes it so much easier to realize that
properly deal with the fact that objnum can be -1 in model_really_render()
add NULL check to neb2_get_fog_values() so that it can just send back defaults if objp is NULL
small compiler warning fix for neb code
clean up some modelinterp code to not use memcpy() everywhere so it's more platform compatible and matches old code (Jens Granseuer)
NaN check to catch shards-of-death and prevent hitting an Assert() (Jens Granseuer)
fix jumpnode code to catch model errors and close a memory leak
make the call to bm_unload_all() after model_free_all() since we will get bmpman screwups otherwise
don't show hardware sound RAM when using OpenAL build, it will always be 0
print top-right memory figures in debug builds slighly further over when 1024+ res
- use VM_* macros for bmpman since it didn't seem to register the memory correctly (temporary)
- a little "stupid" fix for dds bitmap reading
- fix it so that memory is released properly on bitmap read errors
- some cleanup to model texture loading
- allow model textures to get released rather than just unloaded, saves bitmap slots
- bump MAX_BITMAPS to 4750, should be able to decrease after public testing of new code
cleanup some debug messages so they can be turned off if needed
get rid of extra strstr() check for thrusters since it should never get that far anyway
page_in/page_out of model glows should be better now
removed a bunch of unneeded casts and get type specific math functions right
add lab stuff to Makefile
build unbreakage for everything that's not MSVC++ 6
lots of warning fixes
fix OpenGL rendering problem with ship insignias
no Warnings() in non-debug mode for Linux (like Windows)
some campaign savefile fixage to stop reverting everyones data
and the foundations of a submodel animation system,
the calls to the animation triggering code (exept the procesing code,
wich shouldn't do anything without the triggering code)
have been commented out.
OGL can take advantage of this if they want but it won't break
anything if they don't. also state block code has been implemented,
that's totaly internal to D3D no high level code is involved.