| Age | Commit message (Collapse) | Author | 
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|  | on the current entity thrust value. | 
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|  | destroyed entities. | 
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|  | do not render thrust-enabled particle systems on impulse speed. | 
|  | 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. | 
|  | world space,
corrected several bugs in the initial particle system implementation,
added impulse key to have particle systems react on impulse drive. | 
|  | per particle system. | 
|  | removed hardcoded 'corona' prefix for corona textures,
added support for projectile fire sounds. | 
|  | 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. | 
|  | 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. |