Zacam
206279c5fd
Sync Drift: Apparently still some lingering ifdefs for OEM/Multiplayer_Beta and non-AP specific things not having made it to trunk for some reason.
2011-09-25 08:26:45 +00:00
The_E
b964c63d6e
From niffiwan: Fix for Mantis 2477
2011-09-24 15:59:00 +00:00
IssMneur
0717ad3d13
PVS-Studio fix: V512 A call of the 'memcpy' function will lead to overflow of the buffer '& x'. (pstypes.h:131)
2011-09-08 05:39:53 +00:00
Goober5000
001baa29a2
remove unneeded Assert
2011-09-04 05:43:42 +00:00
Goober5000
70a1873c86
a bunch of small PVS-Studio fixes (mostly duplicate assignments)
2011-09-03 02:25:39 +00:00
Goober5000
2ef9fa11b6
add fire-beam-at-coordinates, which is as awesome as it sounds
2011-08-30 07:29:57 +00:00
Goober5000
b1ad28efdb
add an option to fire-beam to force the beam to fire
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combine fighter_beam flag into flags field
2011-08-21 01:11:24 +00:00
The_E
a61116b42b
Remove unreferenced variable.
2011-07-20 15:54:28 +00:00
The_E
519819b550
More lighting patches from Valathil
2011-07-20 15:27:59 +00:00
Echelon9
c6d0f6170d
For Valathil: Fix distance check in beam.cpp
2011-07-19 13:25:42 +00:00
Zacam
8cbffd6065
From Valathil: Beams now use Tube lighting. Updates to main shaders accordingly.
2011-07-17 04:36:00 +00:00
Wanderer
e04d475345
related to mantis 2406 - ai profiles option to make beams deal damage to weapons
2011-04-20 15:40:29 +00:00
karajorma
a561ecc2a3
Remove a few annoying compilation warnings
2011-03-10 00:26:45 +00:00
Goober5000
d57ab51162
change fl_radian to fl_radians so as to be consistent
2010-12-31 04:02:41 +00:00
The_E
083a84feff
Swifty's go-swift stuff. Makes collision detection slightly less insane.
2010-12-22 14:42:21 +00:00
FUBAR-BDHR
e818f7840f
Fix for Mantis 2190 - Player beams do not cause traitor.
2010-11-21 06:34:27 +00:00
Zacam
75043ff5b1
go_faster from Antipodes 6. Everybody, say "Thank you, taylor!"
2010-10-18 18:32:37 +00:00
Zacam
95a89874e8
Warning Fix: in "void beam_get_binfo"
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"miss_factor" is a 'float', not an 'int'.
(some odd 'tab' spacing cleaned up in the function as well)
2010-10-06 20:03:05 +00:00
Wanderer
2a6727136e
Fix for mantis 2303 and related issue in lua.cpp
2010-09-26 11:32:18 +00:00
Goober5000
3cdf9d3f12
fix a bug noticed by The_E: object types are not bitfields
2010-07-05 05:43:08 +00:00
Wanderer
c01b067c1a
better handling of 'dying' weapons for lua scripting.cpp
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added lua controls for accessing beams
2010-06-09 16:49:20 +00:00
taylor
5e943b843c
add some missing safety checks for Snds[] (Mantis #2216 )
2010-06-06 14:50:36 +00:00
Goober5000
aa0c39cb7d
add beam miss factor by team, requested by Blue Planet
2010-04-19 05:17:57 +00:00
Goober5000
774f34dea4
approximate the beam whack from retail FS2
2010-03-16 06:43:05 +00:00
Wanderer
96c365ca86
Fix for mantis 2131:
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prevent for time compression caused vector scaling errors
changed time compression related beam assert into nprintf.
2010-03-05 11:48:19 +00:00
Wanderer
3b84da5af0
commit of beam piercing patch (allow beam tooling to occur simultaneously to the effects)
2010-02-10 21:38:01 +00:00
Wanderer
170266436b
adding 'retail' type piercing (no piercing effect, but normal beam tooling effect)
2010-01-28 20:24:39 +00:00
Wanderer
13a3308e23
added improved controls for piercing effects. fixed shield armor type bug.
2010-01-28 16:05:15 +00:00
Wanderer
8279944008
separate beam flash from dinky explosion (was not a good idea). Enable beam width setting to affect all beams.
2010-01-23 19:34:59 +00:00
Wanderer
f514d2b25a
some changes to beam pierce effect, blob pierce effect, new settings for them both
2010-01-22 15:50:54 +00:00
Wanderer
27ac3b0c05
fury's request, option for huge beams not to draw impact effects when hitting specified type of ship.
2010-01-19 14:28:50 +00:00
Wanderer
e1df65d0e4
2009-10-12 14:46:54 +00:00
Wanderer
48cc61733c
option to force beam turrets to use same FOV limits as the rest of the turrets
2009-08-22 09:25:34 +00:00
Wanderer
014b7e4300
Commit of thruster effects for ship and weapon flame and for weapon glow effects
2009-07-19 16:07:23 +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
Wanderer
b4eb17bd7f
merge from wanderer branch - limited rotation turrets, reset idle turrets option
2009-05-20 18:03:14 +00:00
chief1983
f5f0713345
Fix for fighter beams from Taylor's 3610 patch
2009-01-03 02:36:22 +00:00
taylor
19c1520dba
final part of the fighter beam fix; freaky as it is, it actually managed to not break anything :D (Mantis #1795 )
2008-10-23 13:00:21 +00:00
taylor
acf1aa60ac
get rid of some useless/annoying debug messages
2008-10-14 16:58:26 +00:00
taylor
d23e80bdef
fix some bad if statements
2008-10-14 16:35:49 +00:00
phreak
1a3e5f28af
Fix beam damage when time compression is active.
2008-08-17 21:55:03 +00:00
Wanderer
15209a2a5f
Fixes beams have migrating firing points (Mantis #1688 )
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Prevents simultaneously fired weapons from sharing firing points.
2008-06-01 10:50:28 +00:00
phreak
39c067de07
-Fixed null pointer exception in beam_delete()
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-Got Targeting Laser to sort of work, it paints, but does not render.
2008-05-29 03:54:33 +00:00
Backslash
e26c2a7487
Whoops, that beam chargeup particle fix only worked with certain table settings. This should work for everything.
2008-04-03 15:33:03 +00:00
Backslash
28e71f63ce
Make generated muzzle particles' initial velocity match the parent ship -- this way they stay around the turret and don't go trailing behind.
2008-03-25 02:44:24 +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
taylor
29f8a54cd9
change gr_set_cull() so that it works better (mainly part of the RTT fix)
2008-03-20 20:18:49 +00:00
WMCoolmon
7e7d77c8d7
*Drumroll* The official scripting system commit to the stable branch!
2008-03-15 08:56:43 +00:00
taylor
bc5e9722c9
fix fighter beam weapon energy draw to work correctly (Mantis #1170 )
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setup fighter beams to work a bit better for players, with a good timestamp and a fail sound
2008-02-22 02:18:20 +00:00
taylor
28af506677
various bits of cleanup
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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
2007-05-28 19:41:47 +00:00