Valathil
4813d91751
Fix crash when framebuffer shockwaves are enabled but no weapon loads the standard shockwave animation
2011-12-08 21:58:16 +00:00
Echelon9
da1e9d32ca
Documentation: Changes such that the Doxygen log reports clean, in anticipation of 3.6.14 release
2011-11-28 13:03:38 +00:00
Sushi
3effa423a9
Add $Armor Type support for missiles (table entry goes right after $Weapon Hitpoints)
2011-11-15 19:05:30 +00:00
Echelon9
1717d171fb
Documentation: General code cleanup for 64bit
2011-11-05 08:12:04 +00:00
Echelon9
fe572c205e
Documentation: Code cleanup of shockwaves.cpp and ancilliary changes
2011-10-23 05:00:49 +00:00
Valathil
01160f1595
Let's try this again. Adding Framebuffer distortion thrusters and explosions.
2011-08-22 17:57:01 +00:00
Zacam
239ed185d0
Revert 7498: You should also test without optional command lines present, yellow disco screens of death in-mission are bad.
2011-08-21 04:04:45 +00:00
Valathil
f2de11fb77
Added thruster heat distortions and explosion framebuffer effects
2011-08-20 23:31:07 +00:00
Swifty
a89d2f00b0
Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
2011-08-20 22:14:52 +00:00
Goober5000
4a3453bc6c
change fl_radian to fl_radians so as to be consistent
2010-12-31 04:02:41 +00:00
Sushi
beaa0d5ea2
Support for allowing bombs to be destroyed by weapon blast and/or shockwaves. Weapon flags are "takes blast damage" and "takes shockwave damage"
2010-08-05 14:17:20 +00:00
portej05
aeab521d02
Fix for issues caused by memset and _HAS_ITERATOR_DEBUGGING.
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Some ugliness involved (placement new - yuck!), however given that a lot of our structures are allocated with vm_malloc, I haven't got a better way around this at present.
2009-11-13 18:06:27 +00:00
portej05
e740086bee
Antipodes 3 from Flaming_Sword
2009-09-26 05:52:17 +00:00
portej05
6bc7f30d78
safe_strings - from Antipodes build #1
2009-07-27 16:06:24 +00:00
chief1983
b4822e0d28
Fix 1959, the shockwave flag. Again. Hopefully this one doesn't have any other repurcussions.
2009-07-13 01:20:36 +00:00
portej05
d8079622b6
Replace most instances of std::vector with SCP_vector. Memory is now all run through vm_malloc and vm_free.
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Watch it go up AND down in mission.
2009-07-11 07:07:57 +00:00
portej05
2a09ecc89b
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
chief1983
584eb59fdd
Hopefully this will actually let it load the 2d without breaking WCS again
2008-12-09 23:51:13 +00:00
chief1983
5aed7b1b65
Fix for disabled 3d shockwave flag when 2d shockwave doesn't exist - fallback to 3d anyway
2008-12-04 17:27:26 +00:00
phreak
8bf8bee4f5
Apply Spicious' patch from http://www.hard-light.net/forums/index.php/topic,57573.0.html
2008-11-04 05:21:00 +00:00
taylor
11ca1ef4a8
move stable branch to the primary under trunk
2008-03-16 16:25:19 +00:00
taylor
eb8c44c2a0
move HEAD to it's own dir under trunk
2008-03-16 16:21:11 +00:00
Goober5000
4811257f31
revert the directory move
2008-02-09 21:33:46 +00:00
Goober5000
8909d048b3
remove extraneous fs2_open folder from all branches and tags
2008-02-09 19:21:05 +00:00
taylor
ef94a3ddb7
dd VALID_FNAME() macro and put it around a few places (more to come)
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clean out some old variables
move CLAMP() macro from opengl header to global header
update COUNT_ESTIMATE to match new bmpman changes
2007-02-11 09:37:18 +00:00
taylor
9ca3892323
cleanup shockwave code a bit
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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
2007-01-07 12:57:36 +00:00
taylor
30a5bf5d31
more cleanup of warp_global crap
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scale render/detail box limits with detail level setting
make sure that we reset culling and zbuffer after each model buffer that gets rendered
2006-11-06 06:33:48 +00:00
taylor
795103ab49
rename set_warp_globals() to model_set_warp_globals()
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remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything)
add MR_FULL_DETAIL to render an object regardless of render/detail box setting
change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive
minor bits of cleanup
change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
2006-11-06 06:19:17 +00:00
taylor
c294c80b4a
if shockwaves weren't loaded then don't try to unload them (fixes standalone crash)
2006-10-06 09:33:56 +00:00
taylor
a891b0505f
make sure that we properly page in textures for 3d shockwave models
2006-09-11 05:37:33 +00:00
taylor
bb7e2ad35a
maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit
2006-08-20 00:51:07 +00:00
taylor
719333d8c0
add some minor error catches for invalid values
2006-07-06 22:01:50 +00:00
taylor
b9c2f1858c
some minor cleanup
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remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
wmcoolmon
9ac38958b0
Allow "none" in $Shockwave Model to disable shockwave
2006-03-18 09:25:55 +00:00
Goober5000
31bb6acc9d
more tweaks, plus clarification of checks for the existence of files
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--Goober5000
2006-02-13 00:20:46 +00:00
taylor
d7b35bcd30
deal with cf_find_file_location() changes
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add a central parse_modular_table() function which anything can use
fix up weapon_expl so that it can properly handle modular tables and LOD count changes
add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
2005-12-28 22:17:02 +00:00
wmcoolmon
fa4172c966
Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons
2005-12-04 19:02:36 +00:00
Goober5000
cbf6545219
bypass annoying warnings when loading optional models
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--Goober5000
2005-12-01 07:45:21 +00:00
wmcoolmon
c9b872df9f
Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes
2005-10-30 06:45:00 +00:00
taylor
ae0211df31
basic cleaning, removing old/useless code, sanity stuff, etc:
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- very minor performance boost from not doing stupid things :)
- minor change to 3d shockwave sizing to better approximate 2d effect movements
- for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
- removed extra tcache_set on OGL spec map code, not sure how that slipped in
2005-08-25 22:40:04 +00:00
taylor
4e3fb69600
some minor cleanup
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don't load the default 2d shockwave graphics if we have a default 3d shockwave, they won't get used and only take up memory
2005-08-07 09:25:55 +00:00
taylor
ca91178cbe
fix 3-D shockwave frame detection so that it will use the proper number of frames for the animation (not less, not more)
2005-08-05 15:33:45 +00:00
wmcoolmon
d9cf3916f4
MR_NO_FOGGING for shockwaves
2005-07-31 20:31:41 +00:00
Goober5000
9fb769900b
more bugs and tweaks
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--Goober5000
2005-07-25 08:22:00 +00:00
wmcoolmon
253e12878c
Multiple shockwaves support.
2005-07-24 06:01:37 +00:00
wmcoolmon
7b18d839ca
Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl
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support for the demo/FS1
2005-07-24 00:32:45 +00:00
taylor
586190fb8e
s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
2005-04-05 05:53:25 +00:00
taylor
119a28190f
change min/max to MIN/MAX to fix GCC problems
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add lab stuff to Makefile
build unbreakage for everything that's not MSVC++ 6
lots of warning fixes
fix OpenGL rendering problem with ship insignias
no Warnings() in non-debug mode for Linux (like Windows)
some campaign savefile fixage to stop reverting everyones data
2005-03-10 08:00:18 +00:00
Kazan
89e6af4fb5
remove MCD complete
2004-07-26 20:47:56 +00:00
Kazan
f7dd512ba8
MCD - define _MCD_CHECK to use memory tracking
2004-07-12 16:33:09 +00:00