Age | Commit message (Collapse) | Author |
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do not render thrust-enabled particle systems on impulse speed.
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use a single texture for the entire length instead of repeating it.
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do not draw destroyed entity models.,
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renamed [ejector] sections in particle ini files,
resolved the issue where only 1 particle per frame could be ejected.
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added random rotation to sprites.
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world space,
corrected several bugs in the initial particle system implementation,
added impulse key to have particle systems react on impulse drive.
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per particle system.
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removed hardcoded 'corona' prefix for corona textures,
added support for projectile fire sounds.
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build problem on windows
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Added in useful texture unit info to State::init().
Cleaned up many non-abstracted GL functions used in draw.cc and state.cc.
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added various methods to core::Item and core::Slot,
added r_slots cvar to draw entity slots and docks,
added game methods for mounting and umounting of weapons,
added playerlist to chat window.
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played.
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printed multiple times.
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renamed Entity::flag_is_set() to Entity::has_flag()
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routine.
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De-duplicated some magic numbers.
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render::draw_globe_corona().
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moved client notification from the individual image loaders to the screenshot function.
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using arbitrary GL_LIGHT#s.
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Tweaked lighting a bit.
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offsetting and alpha testing on the surface.
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