Commit Graph
76 Commits
Author SHA1 Message Date
Goober5000 0627377338 Admiral MS's fix for Mantis #2723 2012-11-12 06:57:18 +00:00
Goober5000 b09e535c3b Admiral MS's fix to the lab weaponmodel fix 2012-10-31 01:56:35 +00:00
Goober5000 b8ce4b7a7e fix from Admiral MS -- page out weapons when lab is exited
also, modelnum comparisons should be >= 0, not > 0
2012-10-29 20:26:29 +00:00
The_E f98e75dde6 A few updates to Team Colors:
-Team Colors can now be applied to player ships
-change-team-color sexp for on the fly changes
-New F3 lab controls: T and Y can now be used to cycle team color presets
2012-10-26 18:39:43 +00:00
Goober5000 3e08e72d5b Admiral MS's lab patch
http://www.hard-light.net/forums/index.php?topic=82192.0
2012-09-30 19:43:24 +00:00
m_m 947263a047 Let's try this again, hopefully this time without reverting previous changes. See r9215 for a better description. 2012-09-24 16:17:26 +00:00
The_E 1f8dcf5494 Reverting 9215, because it conflicts massively with my fixes for hud_gauges. m|m, did you update your checkout before committing your stuff? 2012-09-22 21:41:23 +00:00
m_m 1faee4f711 Added weapon specific HUD tracking and lock-on sounds and in-flight sounds.
New options are $TrackingSnd, $LockedSnd, $InFlightSnd and +Inflight sound type.
2012-09-20 13:05:09 +00:00
The_E c69f00d90e Fixes issue with Team Colors accidentally causing a null pointer dereference. Thanks to mjn.mixael for prodding at this. 2012-09-11 22:24:45 +00:00
Swifty c6c12fc251 go_even_faster: Improved collision detection performance by rewriting broadphase and narrowphase testing. 2012-08-11 21:14:53 +00:00
The_E 3b1a94b751 After a long time being tested in TAP, Team Colors are now stable. Please refer to http://www.hard-light.net/forums/index.php?topic=79743.0 for details. 2012-07-28 20:53:57 +00:00
Zacam 15f7e72fc6 From CommanderDJ: Makes MAX_SHIELD_ICONS dynamic 2012-02-09 12:40:15 +00:00
Echelon9 f95628f94d Documentation: Missionweaponchoice.cpp and related changes. Removed a few redundant functions. 2012-01-22 06:47:55 +00:00
Valathil e3773925ee Fix for Mantis 2572: Just dont render 0.0 Laser Length weapons 2012-01-18 19:21:38 +00:00
The_E 0f2f77d2d5 Fix for Mantis 2544: Crash when opening the "Class Variables" window for a weapon. 2011-11-15 22:54:21 +00:00
Echelon9 9f711bf53e Documentation: General code cleanup for 64bit 2011-11-05 08:12:04 +00:00
Echelon9 41919ee15b Clarify some aspects of the geometry map and distortion map batchers, as well as clarifying and making consistent the function calling conventions throughout the code. 2011-10-16 05:08:33 +00:00
Echelon9 6d4f266e52 Use SCP_* types to access STL types wherever possible. This allows more complete memory monitoring 2011-10-03 09:06:56 +00:00
Valathil a899b8601f Allow customization of the thruster distortion effect in species_defs.tbl and ships.tbl 2011-09-12 03:59:45 +00:00
Echelon9 a248a37d58 PVS-Studio: Fix V805. Decreased performance. It is inefficient to identify an empty string by using 'strlen(str) > 0' construct 2011-08-24 13:37:01 +00:00
Valathil da6727d9d1 Let's try this again. Adding Framebuffer distortion thrusters and explosions. 2011-08-22 17:57:01 +00:00
Swifty fe605149c4 Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters. 2011-08-20 22:14:52 +00:00
The_E 8fb2085a9d Adding the realtime ship/weapon select effects by Valathil. 2011-07-26 22:02:12 +00:00
The_E 444936ec21 This will make the lab more useful, as it is now possible to adjust the bloom intensity on-the-fly by pressing b (for more bloom) or n (for less bloom). 2011-05-19 14:51:51 +00:00
The_E ad1297167d Adding a bit of configurability to the FXAA business. This alters the F3 Lab so that the number keys correspond to FXAA presets (with 0 being lowest and fastest, default being 3). Also adds the "-fxaa_preset" commandline argument, which accepts a single int parameter. New Shaders needed to take full advantage of this, see forum thread (http://www.hard-light.net/forums/index.php?topic=76145.0) for details. 2011-05-18 11:37:27 +00:00
The_E 41bfa86911 This will enable FXAA support in FSO (Read: Antialiasing as a post-process stage). In order to use it, the shaders found here: http://blueplanet.fsmods.net/E/stuff/FXAA-shaders.7z need to be in data/effects. 2011-05-17 14:57:33 +00:00
Echelon9 2c8dc2722d Effective STL: Use Container.empty() instead of Container.size() == 0 in if() statements 2011-02-25 14:38:28 +00:00
The_E b4db3b3ecf FUBAR's damage type sexps. Tested ad nauseum by BP. 2011-01-18 16:21:36 +00:00
Zacam 75043ff5b1 go_faster from Antipodes 6. Everybody, say "Thank you, taylor!" 2010-10-18 18:32:37 +00:00
The_E 3d3fbb3002 Fixes a crash when "Test Load Ship" was used with a ship that has turrets with rotation sounds defined. 2010-08-25 20:24:34 +00:00
karajorma 10d6940145 GencGenghis' fix for Mantis 2155 (No error checking for certain ship problems in the lab that FRED does pick up). 2010-05-02 05:54:26 +00:00
chief1983 1435ef0752 Fix for #1914: Add a Skybox CLAMP flag to FRED that forces clamped textures instead of tiling. 2009-11-19 05:51:26 +00:00
portej05 98f337f701 safe_strings - from Antipodes build #1 2009-07-27 16:06:24 +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 6a8d45c93d Replace most instances of std::vector with SCP_vector. Memory is now all run through vm_malloc and vm_free.
Watch it go up AND down in mission.
2009-07-11 07:07:57 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
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
karajorma 15fe7f2ffe Commit Echelon9's flag to prevent the addition of noise to thrusters. 2009-06-06 10:46:10 +00:00
karajorma a4e623db23 Portej05's preFAST warning fixes. 2009-05-17 11:50:48 +00:00
taylor 9231692e48 basic commit of a few Xt tree changes
- updated OpenGL code (basic shader support, etc.)
 - new ships lab code
 - scripting RTT fixes
 - don't let FRED hog CPU time
2008-07-16 02:49:19 +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
Goober5000 0fafd8dcde add two features for WCS: specifyable shield/weapon recharge rates, and removal of linked fire penalty 2007-02-27 01:44:48 +00:00
taylor b5fb6913f8 fix a couple of things that I missed earlier 2007-02-12 02:19:45 +00:00
Goober5000 057c4876f9 invert the do-collision flag into a don't-do-collision flag, plus fixed a wee lab bug 2007-02-11 06:19:08 +00:00
taylor 2df79570ae add "Render full detail" support to the lab as well 2006-10-27 06:35:29 +00:00
taylor 8a9d540c4c make Species_info[] and Asteroid_info[] dynamic 2006-08-27 18:12:42 +00:00
taylor 990d246a9a add render option for no glowmaps
remove render option for fog (why was this even there??)
add tech model view for missiles with special tech models (will hopefully help spur some work towards fixing the currently broken models)
handle Z-buf issue that made the lab interface disappear when the transparent render option was ticked
2006-08-19 04:26:32 +00:00
taylor eaeb6f61a2 hopefully this should get missile viewing working decently again 2006-07-08 11:30:13 +00:00
taylor 112b47f993 add a render option to make the model not spin around, easier to work with in some cases, and better screenshots 2006-07-06 21:49:12 +00:00
taylor a39e8900e1 minor cleanup and a couple extra error checks
get rid of some wasteful math from the gr_set_proj_matrix() calls
2006-05-13 07:09:25 +00:00
Goober5000 7e41877b7b proper capitalization according to Volition 2006-04-20 06:32:30 +00:00