Zacam
8552e85396
Trunk Sync r7825
2011-09-28 17:27:15 +00:00
Zacam
17b3c8be17
Trunk Sync r7677
2011-09-08 05:47:44 +00:00
The_E
b725ff7e21
trunk sync r7657
2011-09-06 21:22:39 +00:00
The_E
d8a728d5f1
Trunk sync r7593
2011-08-30 18:17:09 +00:00
Zacam
1452c349ee
Trunk Sync r7502
2011-08-21 04:10:52 +00:00
The_E
08063525c7
trunk sync r7363
2011-07-20 18:07:56 +00:00
Zacam
8cd8490d15
Trunk Sync -r7356
2011-07-19 19:27:13 +00:00
Zacam
2601fbeb53
Trunk Syn - r7350
2011-07-17 04:44:46 +00:00
Zacam
ce2b01f20c
Trunk Sync -r7141
2011-04-20 18:07:38 +00:00
Zacam
732de3d7b3
Trunk Sync - r7051
2011-03-11 09:57:38 +00:00
The_E
f8674a1515
Trunk sync r6917
2011-01-01 13:41:57 +00:00
The_E
f05fcfade1
Trunk synk r6876
2010-12-22 14:48:44 +00:00
Zacam
fc0d8b53c8
Trunk Sync - r6760
2010-11-21 20:29:01 +00:00
Zacam
3b9443d380
Trunk Sync - r6575.
2010-10-06 20:22:00 +00:00
Zacam
d259ba852b
Trunk Sync - r6524.
2010-09-26 18:17:08 +00:00
Zacam
88377709f3
This is more like it. These files diff'd as different than Trunk versions, so I over-rode them with Trunk versions so that Antipodes and Trunk can finally have some 1:1 parity.
2010-09-23 02:14:26 +00:00
Zacam
585281635d
Trunk Sync - r4290
2010-09-22 22:39:29 +00:00
Zacam
3bebbbbcd0
Trunk Sync r6269. I hope this works. This is supposed to be a Trunk overlay merge into Antipodes, which should mean that Antipodes is now a copy of Trunk in all respects.
2010-06-29 22:09:34 +00:00
Zacam
7a399e1db3
Trunk Sync - r5931. Updated build output filenames to 6, MSVC 6 project also outputs _ant (instead of _trunk) so as not to over-write Trunk build compiles.
2010-02-22 21:37:43 +00:00
Zacam
c6c23bbd00
Trunk Sync - r5888
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Special notes: MSVC_6_Release was corrected by hand, but none of the changes made to MSVC_6 were carried over.
2010-02-06 02:27:21 +00:00
portej05
963d965699
Trunk Sync pending Zacams changes
2009-10-26 09:16:42 +00:00
portej05
c1ef2b9f61
Trunk Sync
2009-08-28 11:58:32 +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
wmcoolmon
9aba4be554
Added armor support for asteroid, debris, ship, and beam damage
2007-05-28 18:27:36 +00:00
taylor
42503bf705
cleanup error message
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allow launch_snd from tbl to be used for beam weapon shot sound (Mantis #1263 )
2007-04-11 18:17:26 +00:00
taylor
9624ac64a4
fix strange bug where a beams parent will die and the object reset before the beam gets the chance to fire
2007-03-22 19:30:00 +00:00
Goober5000
3c3416fa3b
the great big duplicate model removal commit
2007-02-20 04:20:38 +00:00
taylor
65603b3186
bit of cleanup and minor performance tweaks
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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)
2007-02-12 00:45:24 +00:00
Goober5000
850e65f754
Clean 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.
2007-02-07 07:35:01 +00:00
taylor
28d78bf454
updated/fixed modelanim code
2006-10-27 21:41:22 +00:00
Goober5000
d5ad083d91
fix forum links
2006-10-08 02:05:38 +00:00
taylor
f91d40c690
don't try to draw beam sections if there is no valid texture for it, or if there is no width
2006-08-22 05:47:51 +00:00
taylor
9f4c28bd1d
minor cleanup/optimization to beam warmup glow rendering function
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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
2006-07-24 07:38:00 +00:00
Goober5000
ab19abcb21
cvs comment tweaks
2006-07-05 23:37:13 +00:00