Goober5000
b7fa7d42cb
corrected misinformation in comment about surface shields (implicit surface
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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
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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
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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
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
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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
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--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.
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-phreak
2005-01-29 16:31:55 +00:00
Goober5000
599da97f1b
docking fixes for FRED
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--Goober5000
2005-01-29 05:34:30 +00:00
Goober5000
7cf1815d54
fixed a nitpicky thing
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--Goober5000
2005-01-26 05:42:37 +00:00
argv
97acff37bc
Removed the implicit surface shield on mesh-shielded ships.
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-- _argv[-1]
2005-01-26 03:40:43 +00:00
argv
64590007e7
Surface shields.
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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
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--Goober5000
2005-01-12 00:52:42 +00:00
Goober5000
099d2700d0
multiple ship docking :)
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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.
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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
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--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
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--Goober5000
2004-02-06 22:58:18 +00:00
Goober5000
56ab08b66a
fixed a few random bugs
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--Goober5000
2004-02-05 14:31:45 +00:00
Goober5000
1f27a82d03
made code more uniform and simplified some things,
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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
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warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
randomtiger
910b9e5516
Implemented hardware fog for the HT&L code path.
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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
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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
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--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,
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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
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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.
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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
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
3f0643a9b2
made beams default shield piercing again
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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
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--Goober500
2003-03-20 23:30:03 +00:00
Goober5000
4214c8c99f
fixed some misspellings
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--Goober5000
2003-03-18 01:44:31 +00:00
bobboau
03fb48d8aa
fixed a bunch of fighter beam bugs,
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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
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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