Commit Graph
60 Commits
Author SHA1 Message Date
Goober5000 b7fa7d42cb corrected misinformation in comment about surface shields (implicit surface
shields were removed for meshed ships)
--Goober5000
2005-03-19 20:45:23 +00:00
bobboau e0907340c1 added a geometry batcher and implemented it in sevral places
namely: lasers, thrusters, and particles,
these have been the primary botle necks for some time,
and this seems to have smoothed them out quite a bit.
2005-03-16 01:35:59 +00:00
taylor 405ba066b9 change min/max to MIN/MAX to fix GCC problems
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
wmcoolmon 02e75ddd49 Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure" 2005-03-03 06:05:32 +00:00
taylor 91e9fb4433 more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too 2005-03-02 21:24:48 +00:00
bobboau 9c9876909b oh, hey look I've commited something :D
animation system, weapon models detail box alt-tab bug, probly other stuff
2005-03-01 06:55:45 +00:00
wmcoolmon ac993ba2e6 Got rid of a couple annoying compiler warnings 2005-02-10 04:05:42 +00:00
taylor 09167fa382 merge with Linux/OSX tree - p0204-2 2005-02-04 20:06:10 +00:00
taylor a2232be0c7 merge with Linux/OSX tree - p0204 2005-02-04 10:12:33 +00:00
Goober5000 be761d4fc1 nitpicked some boolean tests, and fixed two small bugs
--Goober5000
2005-01-30 09:27:41 +00:00
phreak ed29327ca2 smart shield stuff. enabled by command line for now, but this will be changed in the future, i just want people to test it.
-phreak
2005-01-29 16:31:55 +00:00
Goober5000 599da97f1b docking fixes for FRED
--Goober5000
2005-01-29 05:34:30 +00:00
Goober5000 7cf1815d54 fixed a nitpicky thing
--Goober5000
2005-01-26 05:42:37 +00:00
argv 97acff37bc Removed the implicit surface shield on mesh-shielded ships.
-- _argv[-1]
2005-01-26 03:40:43 +00:00
argv 64590007e7 Surface shields.
See forum thread:
http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=29643

-- _argv[-1]
2005-01-17 23:35:45 +00:00
wmcoolmon 8e8a748da5 Added VM_TOPDOWN view; Added 2D mission mode, add 16384 to mission +Flags to use. 2005-01-16 22:39:10 +00:00
Goober5000 2b19b94b77 two minor but important bugfixes to the multiple ship docking
--Goober5000
2005-01-12 00:52:42 +00:00
Goober5000 099d2700d0 multiple ship docking :)
don't tell anyone yet... check the SCP internal
--Goober500
2005-01-11 21:38:51 +00:00
taylor 0874eefc8f little cleanup 2004-10-31 22:02:47 +00:00
Kazan 7d1c8b185d added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this 2004-08-11 05:06:36 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
bobboau a3422b4d01 added the working decal code 2004-07-11 03:22:54 +00:00
phreak c565876ce1 function pointer radar update.
will enable us to make different radar styles that we can switch between
2004-07-01 01:54:59 +00:00
Goober5000 6458c81d39 fixored the handling of no lasers and no engines... the tests should check the ship,
not the object
--Goober5000
2004-05-10 08:03:31 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
randomtiger 19bef23d16 Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
OK, these changes effect a lot of file, I suggest everyone updates ASAP:
Removal of many files from project.
Removal of meanless Gr_bitmap_poly variable.
Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
Removal of redundant Fred paths that arent needed for Fred OGL.
Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
Fixed many D3D non standard mode bugs and brought OGL up to the same level.
Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
2004-02-14 00:18:37 +00:00
Goober5000 d646d576c4 fixed a small HUD bug I introduced
--Goober5000
2004-02-06 22:58:18 +00:00
Goober5000 56ab08b66a fixed a few random bugs
--Goober5000
2004-02-05 14:31:45 +00:00
Goober5000 1f27a82d03 made code more uniform and simplified some things,
specifically shield percentage and quadrant stuff
--Goober5000
2004-02-04 08:41:04 +00:00
phreak db7df6a934 commented out decal references 2004-01-31 03:54:50 +00:00
Goober5000 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
randomtiger 910b9e5516 Implemented hardware fog for the HT&L code path.
It doesnt use the backgrounds anymore but its still an improvement.
Currently it fogs to a brighter colour than it should because of Bob specular code.
I will fix this after discussing it with Bob.

Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
the htl code to use the existing D3D engine instead of work around it.
And added extra information in version number on bottom left of frontend screen.
2003-10-14 17:39:18 +00:00
unknownplayer 7611d4814b Changed the ship selection window to load the 3D FS2 ship models instead
of the custom *.ani files. It just does a techroom rotation for now, but I'll add
more features later - tell me of any problems or weirdness caused by it, or if
you don't like it and want it as an option only.
2003-09-16 11:56:46 +00:00
Goober5000 51b4692afd clean rollback of all of argv's stuff
--Goober5000
2003-09-13 06:02:08 +00:00
argv a40b30f45b Singular shield support. 2003-09-11 19:16:45 +00:00
argv 35d5a0c23d Surface shields. 2003-09-11 19:15:29 +00:00
bobboau a76ebd336e specular code should be bugless now,
cell shadeing has been added activated via the comand line '-cell',
3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
2003-08-22 07:35:09 +00:00
phreak a9dfeb1ac0 warp effects and fireballs have their own distinct colors 2003-08-22 03:39:35 +00:00
bobboau 0ace2693ee update for the specmapping code includeing
suport for seperate specular levels on lights and
optional strings for the stars table
code has been made more organised,
though there seems to be a bug in the state selecting code
resulting in the HUD being rendered incorectly
and specmapping failing ocasionaly
2003-08-16 03:52:24 +00:00
phreak fb5996b06b the game handles colored laser lighting for opengl now.
this used to be exclusive to d3d
2003-07-15 16:05:33 +00:00
phreak b4827254db changed around collision code to handle the possible variance in speeds when using local ssms 2003-06-11 03:00:50 +00:00
Goober5000 458634292a implemented the custom hitpoints mod
--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000 3f0643a9b2 made beams default shield piercing again
also added a beam no pierce command line flag
and fixed something else which I forgot :P
--Goober5000
2003-03-29 09:42:05 +00:00
Goober5000 b81f64088a comments
--Goober500
2003-03-20 23:30:03 +00:00
Goober5000 4214c8c99f fixed some misspellings
--Goober5000
2003-03-18 01:44:31 +00:00
bobboau 03fb48d8aa fixed a bunch of fighter beam bugs,
most notabley the sound now works corectly,
and they have limeted range with atenuated damage (table option)
added bank specific compatabilities
2003-02-25 06:22:50 +00:00
bobboau 013930bc99 added glow map nebula bug fix for d3d, someone should add a fix for glide too
more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
2003-02-16 05:14:29 +00:00
Goober5000 5a23f97266 aw, nuts - fixed a dumb bug with my new don't-collide-invisible code :p
--Goober5000
2003-01-24 03:48:11 +00:00
bobboau d4f242427d redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it 2003-01-19 01:07:43 +00:00