taylor
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908da6af8c
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various bits of cleanup don't draw beam impact effect if we are hitting a shield updated hit shield quadrant properly for player when a beam hits set shield quadrant and exit_flag properly for collision info so that we don't count damage twice and handle no_pierce_shields properly
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4168 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:59 +10:00 |
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taylor
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2aeade2140
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cleanup error message allow launch_snd from tbl to be used for beam weapon shot sound (Mantis #1263)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4123 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:57 +10:00 |
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taylor
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9cf236972b
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bit of cleanup and minor performance tweaks sync up with new generic_anim/bitmap and weapon delayed loading changes with generic_anim, use Goober's animation timing for beam section and glow animations make trail render list dynamic (as well as it can be)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4090 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:56 +10:00 |
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Goober5000
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aefb3efe15
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the great big duplicate model removal commit
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4050 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:54 +10:00 |
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Goober5000
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d9fb4b15b9
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revert Bobboau's commits for the past two months; these will be added in later in a less messy/buggy manner
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4041 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:53 +10:00 |
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Goober5000
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42ab4d6622
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massive shield infrastructure commit
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4008 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:52 +10:00 |
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Goober5000
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6abfb88b50
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hm, didn't notice this new feature
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3944 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:49 +10:00 |
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Goober5000
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79c9d90938
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Cleaned up the ship-weapon collision code for both conventional weapons and beams. Improved readability and clarity; untangled program flow; cleaned up sloppy enhancements. Fixed a few bugs too.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3943 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:49 +10:00 |
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wmcoolmon
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ff8572af7d
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Fix CVS & correct various warnings under MSVC 2003
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3904 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:47 +10:00 |
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bobboau
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a3daa5ff3b
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ok, something aparently went wrong, last time, so I'm commiting again hopefully it should work this time damnit WORK!!!
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3900 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:46 +10:00 |
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wmcoolmon
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9405a8c1e2
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Attempt to remove various warnings under MSVC 2003, mostly related to casting, but also some instances of inaccessible code.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3898 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:46 +10:00 |
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wmcoolmon
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fb94960327
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WMC codebase commit. See pre-commit build thread for details on changes.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3821 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:42 +10:00 |
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taylor
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9e4c322740
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updated/fixed modelanim code
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3713 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:40 +10:00 |
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Goober5000
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9360755de9
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fix forum links
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3631 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:37 +10:00 |
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taylor
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5702c16c87
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don't try to draw beam sections if there is no valid texture for it, or if there is no width
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3528 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:32 +10:00 |
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taylor
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9774840088
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minor cleanup/optimization to beam warmup glow rendering function various lighting code cleanups - try to always make sure beam origin lights occur outside of model - make Static_lights[] dynamic - be sure to reset to first 8 lights when moving on to render spec related texture passes - add ambient color to point lights (helps warp effects) - sort lights to try and get more important and/or visible lights to always happen in initial render pass
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3357 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:27 +10:00 |
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Goober5000
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b4fcd028f0
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cvs comment tweaks
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3282 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:23 +10:00 |
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wmcoolmon
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19ad21c88d
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Oh wait, I can just do this
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3193 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:20 +10:00 |
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wmcoolmon
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ed06faf99d
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Fix attempt #2 for mantis bug 0000900
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3192 387891d4-d844-0410-90c0-e4c51a9137d3
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2015-04-29 18:42:20 +10:00 |
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taylor
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f7d89326b0
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some minor cleanup
remove -nobeampierce
update for geometry batcher changes
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2006-05-27 16:45:11 +00:00 |
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Goober5000
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b52b6b1e00
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spelling
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2006-02-25 21:47:19 +00:00 |
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taylor
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42264f422c
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another NULL VEC3D warning fix
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2006-01-15 18:56:45 +00:00 |
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wmcoolmon
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246cfcfa65
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Codebase commit, most notably including objecttypes.tbl
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2005-12-29 08:08:42 +00:00 |
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phreak
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013cb53c1e
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Handling of exit explosions for beams when a ship is about to get destroyed, or according to the code: "tooled".
Bumped beam frame collisions to 10 to compensate.
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2005-12-14 08:07:33 +00:00 |
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Goober5000
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b33caf6f45
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change from "setting" to "profile"; this way makes more sense
--Goober5000
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2005-11-21 02:43:37 +00:00 |
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Goober5000
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956e48daf4
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add ai_settings.tbl
--Goober5000
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2005-11-21 00:50:02 +00:00 |
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wmcoolmon
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7cd75811db
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More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix
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2005-11-08 01:04:02 +00:00 |
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taylor
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d3481714d0
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remove NO_NETWORK
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2005-10-10 17:21:11 +00:00 |
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Goober5000
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6a3c8e79ff
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Okay, everything should now work again. :p Still have to do a little more with the asteroids.
--Goober5000
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2005-09-25 08:25:16 +00:00 |
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phreak
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1d279a469d
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don't wrap the U_offset variable since it causes the beam to jump once it gets reset.
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2005-09-03 17:48:21 +00:00 |
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taylor
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4a3aa3ba0b
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proper multi support for fighter beams, already has code to break protocol commented out if we need it,
decided to skip and beam type checks and let beam_fire() reassign it (should work ok)
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2005-07-24 18:35:44 +00:00 |
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Goober5000
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2a307d099a
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CVS header tweaks
--Goober5000
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2005-07-22 10:18:41 +00:00 |
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taylor
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85b24f500f
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better error checking/handling for when you fire primary/beam weapons without a target selected
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2005-07-22 03:54:46 +00:00 |
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Goober5000
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2394e9801b
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remove PreProcDefine #includes in FS2
--Goober5000
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2005-07-13 03:35:36 +00:00 |
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Goober5000
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4285720027
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properly fixed beam_apply_whack()
--Goober5000
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2005-07-12 21:01:40 +00:00 |
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phreak
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e22f6bcba1
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remove the BEAM_NO_WHACK flag in beam_apply_whack()
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2005-07-01 17:19:43 +00:00 |
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wmcoolmon
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a0a5b6261a
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Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
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2005-04-28 05:29:30 +00:00 |
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taylor
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7f786136a6
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s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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2005-04-05 05:53:25 +00:00 |
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Goober5000
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5548a8e954
|
edited for language ;)
--Goober5000
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2005-03-08 03:50:25 +00:00 |
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taylor
|
efe1254bb9
|
animated beam muzzle glows
|
2005-03-03 16:40:29 +00:00 |
|
taylor
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91e9fb4433
|
more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
|
2005-03-02 21:24:48 +00:00 |
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argv
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64590007e7
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Surface shields.
See forum thread:
http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=29643
-- _argv[-1]
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2005-01-17 23:35:45 +00:00 |
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argv
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1213166f64
|
Revision 2.42 (Goober's fixes) broke "no pierce shields". Fixed.
-- _argv[-1]
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2005-01-14 23:08:17 +00:00 |
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Goober5000
|
099d2700d0
|
multiple ship docking :)
don't tell anyone yet... check the SCP internal
--Goober500
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2005-01-11 21:38:51 +00:00 |
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Goober5000
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e5c01cb034
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got rid of a nasty nasty bug in the beam collision function, and cleaned up some of Bobboau's old comments
--Goober5000
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2005-01-02 23:22:22 +00:00 |
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taylor
|
bf0b047002
|
support for animated beam sections
various weapon-only-used fixes
remove the -1 frame fix since it was fixed elsewhere
|
2004-11-21 11:38:17 +00:00 |
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Kazan
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864e1b5922
|
remove MCD complete
|
2004-07-26 20:47:56 +00:00 |
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Kazan
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428b3dcbc9
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MCD - define _MCD_CHECK to use memory tracking
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2004-07-12 16:33:09 +00:00 |
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Goober5000
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5c066e259a
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ugh - added back in something that Bobboau removed
-Goober5000
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2004-04-06 05:42:49 +00:00 |
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bobboau
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dc29468e31
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commiting recent minor bug fixes
|
2004-04-03 02:55:50 +00:00 |
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