WMCoolmon
4e872096b1
Fixed secondaries using the laser renderer
2008-09-17 00:10:05 +00:00
phreak
f78749be88
Ensure target_engines pointer is initialized.
2008-09-14 21:55:34 +00:00
phreak
14c478376b
cleanup find_homing_object()
2008-09-14 18:51:38 +00:00
WMCoolmon
ddf75fc7e0
Final scripting, camera code updates.
2008-08-30 11:05:48 +00:00
phreak
52829ea14e
Remove check for no-collide-invisible ships when checking to see if a weapon passed it's target. Changed FOV check to allow for missiles with FOV half-angles greater than 90 degrees.
2008-08-11 04:11:46 +00:00
taylor
2494bd0291
various thruster fixage from the Xt tree (should fix Mantis #1450 )
2008-07-10 05:58:51 +00:00
Swifty
464fd54392
Modified fireball handling; ship class or type specific explosions.
2008-05-29 03:26:23 +00:00
WMCoolmon
6bdf192fec
Scripting:
...
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
2008-05-25 22:52:05 +00:00
phreak
0ca63f3c96
Mantis #1462
...
non-local SSMs home in on objects instead of points to they can track moving targets.
ship_apply_tag and ssm_create take "team" arguments now to indicate which team fired the ssm strike.
ship-tag sexp also has an optional team argument added. Team 0 is used if the team is not defined.
missiles that are fired without a parent and are locked will travel at their max velocity and not 1/4 of their max.
bugfixes where sometimes an animation may sometimes have a duration of zero and cause an infinite loop.
2008-05-16 01:29:19 +00:00
phreak
c53f86384b
Use the weapon object and not the weapon_info object when determining when a flak shell should detonate. Mantis #1662
2008-04-16 02:51:26 +00:00
phreak
df5d78f07b
Added support for multiple child weapons per parent weapon.
2008-04-06 21:56:08 +00:00
taylor
5e1b66993b
make sure that beam bitmaps are always loaded (like normal weapons are handled)
2008-03-21 01:57:19 +00:00
WMCoolmon
7e7d77c8d7
*Drumroll* The official scripting system commit to the stable branch!
2008-03-15 08:56:43 +00:00
Kazan
7e25a502a8
recommiting keldor's javelin_hs patch without busting line endings
2008-02-08 04:34:18 +00:00
Kazan
1d2d2bce10
revert all my commits from today [revert codebase back to r4410]
2008-02-08 02:29:47 +00:00
Kazan
9adacb0a51
Keldor's Javelin HS (new homing missile type) patch - approved by Kazan
2008-02-07 16:55:00 +00:00
turey
d5aa9ccba8
Bunch of stuff already in HEAD. Shouldn't break anything.
2007-12-20 01:57:45 +00:00
taylor
99e83dece2
fix bug with +remove that made a beam section still appear partially valid
...
fix temp-var snaffu that hendered debugging
2007-10-21 03:40:41 +00:00
taylor
c5235c6428
FS2NetD v.2 (still a work in progress, but is ~98% complete)
2007-10-15 06:43:23 +00:00
Goober5000
6ab0b17acc
added fixes for #1415 and #1483 , made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable
2007-09-02 02:10:29 +00:00
phreak
e1ddcd3e68
Local SSMs shouldn't jump into subspace if they're not homing.
2007-08-16 00:45:54 +00:00
Goober5000
c8638e7630
restore WMC's ship flag
2007-07-15 06:29:56 +00:00
Goober5000
1505576dfb
fixed a small bug in the lab
...
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
taylor
deb8f63073
fix armor index bug for shockwaves
2007-05-28 19:38:10 +00:00
wmcoolmon
9aba4be554
Added armor support for asteroid, debris, ship, and beam damage
2007-05-28 18:27:36 +00:00
taylor
fb040db978
only add player-allowed flag on #Weak weapons when their non-weak versions also have the flag (Goober #73 )
2007-04-14 23:44:08 +00:00
taylor
2ca01a97bc
little bit of cleanup
...
set "#Weak" weapons to always get the "player allowed" flag (Mantis #1301 )
2007-03-22 19:31:25 +00:00
Goober5000
64eb8b400e
revert to retail behavior
2007-02-20 04:27:23 +00:00
Goober5000
3c3416fa3b
the great big duplicate model removal commit
2007-02-20 04:20:38 +00:00
taylor
93042aa6e9
make use of generic_anim and generic_bitmap where possible
...
bunch of cleanup and little optimizations
add "+remove" tbl option to completely get rid of particular beam sections
delayed loading of bitmaps, will only do it after all tbl/tbm have been parsed
if we are using a POF missile which isn't loaded yet, try and load it before going crazy
bug fix and optimization for laser color setting
2007-02-12 00:54:31 +00:00
Goober5000
043f3c5e82
hmm... I guess when I fixed this back in 2004, I fixed it the wrong way :D
2007-01-12 04:33:50 +00:00
taylor
3be2a9640b
fix a couple of memory leaks with modular tables
2007-01-07 12:16:31 +00:00
taylor
e6bc39dba2
make weapon_expl info dynamic
2006-12-26 05:32:59 +00:00
taylor
2873974f60
cleanup shockwave code a bit
...
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
2f3b5f2910
fixes for stuff_string() bounds checking
...
stict compiler build fixes
2006-09-11 01:12:50 +00:00
taylor
7727992e21
make muzzle flash info dynamic
...
add support for modular mflash tables (*-mfl.tbm)
2006-08-22 05:50:12 +00:00
taylor
29e712a23c
debug-build-only issue, make sure that thrusters are properly enabled if needed for POF based weapons when using cheat keys
2006-07-08 11:30:40 +00:00
Goober5000
2a5b51cd9b
1) complete (almost) changeover to reorganized texture mapping system
...
2) finally fix texture animation; textures now animate at the correct speed
--Goober5000
2006-07-06 04:06:04 +00:00
Goober5000
698af681d9
--in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P
...
--this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly
--Goober5000
2006-07-04 07:42:50 +00:00
taylor
f4decb31df
make sure we don't process cmeasure homing more than once (this should also fix the incompatible network packet)
...
fix flag check to be sure that we properly detonate missiles tracking cmeasures
2006-06-18 16:53:59 +00:00
wmcoolmon
86544a331d
Remove $Collide Ship and $Collide Weapon options from 3.6.9, as these are not finalized
2006-06-04 17:57:00 +00:00
taylor
f7d89326b0
some minor cleanup
...
remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
Goober5000
7e41877b7b
proper capitalization according to Volition
2006-04-20 06:32:30 +00:00
Goober5000
b52b6b1e00
spelling
2006-02-25 21:47:19 +00:00
taylor
ed3380aafb
keep weapon model refcount correct (this is admittedly strange, but safer than before)
2006-02-16 05:48:48 +00:00
wmcoolmon
2a2d52145a
Blah, pulled a Goober.
2006-02-15 07:26:52 +00:00
wmcoolmon
d43babc2d5
Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks
2006-02-15 07:19:50 +00:00
Goober5000
a9642a2a86
more tweaks, plus clarification of checks for the existence of files
...
--Goober5000
2006-02-13 00:20:46 +00:00
wmcoolmon
0c8c487d3c
Remove initial corkscrew values from parse_weapon
2006-02-12 17:54:35 +00:00
taylor
6397a8f093
fix endless loop when we've got too many weapons
2006-01-30 07:00:14 +00:00