Changesets: fs2open

trunk r549

2003-08-06 13:50

phreak


Ported: N/A

Details Diff
added code to take into account a tertiary reactor pod
mod - /trunk/fs2_open/code/hud/hudets.cpp Diff File

trunk r548

2003-08-06 13:44

phreak


Ported: N/A

Details Diff
changed the weapon ammo gauges to show additional ammo if a tertiary ammo pod is being used
mod - /trunk/fs2_open/code/hud/hudtarget.cpp Diff File

trunk r547

2003-08-06 13:42

phreak


Ported: N/A

Details Diff
since the launcher has a space between 1024 and 768 for the videocard string, i changed the detection to reflect this
also changed intro.mve to intro.avi since we can't use MVEs
mod - /trunk/fs2_open/code/freespace2/freespace.cpp Diff File

trunk r546

2003-08-06 13:39

phreak


Ported: N/A

Details Diff
since the afterburners are routed through the physics engine, i needed to route the boost pod through here too
mod - /trunk/fs2_open/code/physics/physics.cpp Diff File
mod - /trunk/fs2_open/code/physics/physics.h Diff File

trunk r545

2003-08-06 13:39

phreak


Ported: N/A

Details Diff
added a thing to set max thrust when tertiary boost pod is engaged
mod - /trunk/fs2_open/code/playerman/playercontrol.cpp Diff File

trunk r544

2003-08-06 13:37

phreak


Ported: N/A

Details Diff
preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed
mod - /trunk/fs2_open/code/ship/afterburner.cpp Diff File
mod - /trunk/fs2_open/code/ship/ship.cpp Diff File
mod - /trunk/fs2_open/code/ship/ship.h Diff File
mod - /trunk/fs2_open/code/ship/shipfx.cpp Diff File
mod - /trunk/fs2_open/code/ship/shipfx.h Diff File
mod - /trunk/fs2_open/code/weapon/weapon.h Diff File
mod - /trunk/fs2_open/code/weapon/weapons.cpp Diff File

trunk r543

2003-08-06 13:26

phreak


Ported: N/A

Details Diff
changed default texture filtering to GL_LINEAR
mod - /trunk/fs2_open/code/graphics/gropengl.cpp Diff File

trunk r542

2003-08-06 13:24

phreak


Ported: N/A

Details Diff
optimized the way cloaking is handled
mod - /trunk/fs2_open/code/model/modelinterp.cpp Diff File

trunk r541

2003-08-05 19:45

Bobboau


Ported: N/A

Details Diff
glow maps, for some reason they wern't in here, they should be now,
also there is some debug code for changeing the FOV in game,
and I have some changes to the init code to try and get a 32 or 24 bit back buffer
if posable, this may cause problems for people
the changes were all marked and if needed can be undone
mod - /trunk/fs2_open/code/graphics/grd3d.cpp Diff File
mod - /trunk/fs2_open/code/graphics/grd3dcalls.cpp Diff File
mod - /trunk/fs2_open/code/graphics/grd3drender.cpp Diff File
mod - /trunk/fs2_open/code/graphics/grd3dtexture.cpp Diff File
mod - /trunk/fs2_open/code/io/keycontrol.cpp Diff File

trunk r540

2003-08-03 19:38

phreak


Ported: N/A

Details Diff
ai now properly uses rapid fire dumbfires
mod - /trunk/fs2_open/code/ship/aicode.cpp Diff File

trunk r539

2003-08-03 19:35

phreak


Ported: N/A

Details Diff
changed some z-buffer stuff so it doesn't clip as noticably
mod - /trunk/fs2_open/code/graphics/gropengl.cpp Diff File

trunk r538

2003-07-22 10:11

Inquisitor


Ported: N/A

Details Diff
cleanup of old makefile dsws
rm - /trunk/fs2_open/fs2_open.dsp File
rm - /trunk/fs2_open/fs2_open.dsw File
add - /trunk/fs2_open/fs2_open_do_not_use.dsp File
add - /trunk/fs2_open/fs2_open_do_not_use.dsw File

trunk r537

2003-07-19 12:10

fryday


Ported: N/A

Details Diff
added fsspeech.cpp fsspeech.h speech.cpp speech.h into code/sound
They include RT's speech code. Add the preprocessor definition FS2_SPEECH to enable text-to-speech at compile-time.
Requires the Microsoft speech SDK Version 5.1 (around 55MB download).
add - /trunk/fs2_open/code/sound/fsspeech.cpp File
add - /trunk/fs2_open/code/sound/fsspeech.h File
add - /trunk/fs2_open/code/sound/speech.cpp File
add - /trunk/fs2_open/code/sound/speech.h File

trunk r536

2003-07-16 19:12

phreak


Ported: N/A

Details Diff
fixed a dumb bug
mod - /trunk/fs2_open/code/weapon/beam.cpp Diff File

trunk r535

2003-07-15 12:09

phreak


Ported: N/A

Details Diff
lighting in the render functions now work for opengl as they do in d3d
mod - /trunk/fs2_open/code/model/modelinterp.cpp Diff File

trunk r534

2003-07-15 12:07

phreak


Ported: N/A

Details Diff
trails now properly alphablend in ogl as it does in d3d
mod - /trunk/fs2_open/code/weapon/trails.cpp Diff File

trunk r533

2003-07-15 12:06

phreak


Ported: N/A

Details Diff
higher particle limits for opengl. now matched d3d
mod - /trunk/fs2_open/code/ship/shipfx.cpp Diff File

trunk r532

2003-07-15 12:05

phreak


Ported: N/A

Details Diff
the game handles colored laser lighting for opengl now.
this used to be exclusive to d3d
mod - /trunk/fs2_open/code/object/object.cpp Diff File

trunk r531

2003-07-14 22:58

phreak


Ported: N/A

Details Diff
the cutscene section in the techroom does not append *.mve onto a filename
mod - /trunk/fs2_open/code/cutscene/cutscenes.cpp Diff File

trunk r530

2003-07-14 22:53

phreak


Ported: N/A

Details Diff
opengl now doesn't try to shutdown when its not running.
could cause problems on startup
mod - /trunk/fs2_open/code/cutscene/movie.cpp Diff File

trunk r529

2003-07-14 22:52

phreak


Ported: N/A

Details Diff
ships now decloak when firing
mod - /trunk/fs2_open/code/ship/ship.cpp Diff File
mod - /trunk/fs2_open/code/ship/ship.h Diff File

trunk r528

2003-07-14 22:51

phreak


Ported: N/A

Details Diff
cloaked ships will reduce brightness with distance
mod - /trunk/fs2_open/code/ship/shipfx.cpp Diff File
mod - /trunk/fs2_open/code/ship/shipfx.h Diff File

trunk r527

2003-07-14 22:51

phreak


Ported: N/A

Details Diff
fixed a warning.
previous cvs message should read: cloaked ship will decloak if a turret fires
mod - /trunk/fs2_open/code/ship/aicode.cpp Diff File

trunk r526

2003-07-14 22:41

phreak


Ported: N/A

Details Diff
cloaked ships now are less visible with distance
mod - /trunk/fs2_open/code/ship/aicode.cpp Diff File

trunk r525

2003-07-14 22:39

phreak


Ported: N/A

Details Diff
fixed problem where beams that ignore shields do not fully damage the target
disabled attenuation for beams, pending rework
mod - /trunk/fs2_open/code/weapon/beam.cpp Diff File
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