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Project::OSiRiON
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2013-10-13Axded explosion trigger for particle ejecotrs, fixed explosion particles for ↵Stijn Buys
destroyed entities.
2013-10-13Added NPC impulse drive.Stijn Buys
2013-10-13Added the actual NPC class files.Stijn Buys
2013-10-13Added initial NPC class, added 'wingmen' engine function.Stijn Buys
2013-10-13Added method to find an entity in the registry by pointer.Stijn Buys
2013-10-13Draw both owner and entity name on HUD targets.Stijn Buys
2013-10-08Sort model tags by location.Stijn Buys
2013-10-08Improved ship info.Stijn Buys
2013-10-08Improved r_bbox and r_slots drawing.Stijn Buys
2013-09-29Corrected build errors, build-0.2.5-svn1328Stijn Buys
2013-09-29build-0.2.5-svn1327Stijn Buys
2013-09-28Cleanup of the material API: split flags into flags and colortype.Stijn Buys
2013-09-27Adds a default armor setting to ship templates.Stijn Buys
2013-09-24Apply particle system scales,Stijn Buys
do not render thrust-enabled particle systems on impulse speed.
2013-09-23Show projecile statistics in turret info.Stijn Buys
2013-09-15Use HUD pointer color to draw the 'aim' mouse cursor.Stijn Buys
2013-08-31Use a different cursor for clickable ui elements.Stijn Buys
2013-05-11Fixed building with gcc 4.8.Stijn Buys
2013-05-01Delete client-side projectiles outside effects range.Stijn Buys
2013-04-17Set item name on ejected cargo pods, do not set item model.Stijn Buys
2013-04-16Support for 'colorsecond' in particle scripts, have trail style particles ↵Stijn Buys
use a single texture for the entire length instead of repeating it.
2013-03-10Improved ui::ListView::sort().Stijn Buys
2013-03-02Corrected line number in a loadgame error message.Stijn Buys
2013-02-21Replaced iterator post-increment operators with pre-increment operators.Stijn Buys
2013-02-09Disable particle system ejectors for EntityDynamic in Entity::NoPower state.Stijn Buys
2013-01-27Improved aim on nearby targets.Stijn Buys
2013-01-27Scale particle according to entity radius instead of modelscale.Stijn Buys
2013-01-27Support for particle ejector timeout value,Stijn Buys
do not draw destroyed entity models.,
2013-01-27ADded support for streak style particles.Stijn Buys
2013-01-27Added support for particles minimum/maximum speed,Stijn Buys
renamed [ejector] sections in particle ini files, resolved the issue where only 1 particle per frame could be ejected.
2013-01-27Added IniStream methods to read Vector2f keys.Stijn Buys
2013-01-22Implemented Flare particles.Stijn Buys
2013-01-21Renamed particle ejector types,Stijn Buys
added random rotation to sprites.
2013-01-21Added attached property to draw particle systems in entity space instead of ↵Stijn Buys
world space, corrected several bugs in the initial particle system implementation, added impulse key to have particle systems react on impulse drive.
2013-01-20Major overhaul of the particle system back-end, support multiple ejectors ↵Stijn Buys
per particle system.
2013-01-20Made the math::randomf() method inline, added a ranged variant.Stijn Buys
2013-01-20Currected a small bug where engien function target_controlable_next was ↵Stijn Buys
removed twice.
2013-01-19Corrected an error where the weapon cone was doubled.Stijn Buys
2013-01-19Do not print an error message if a savegame has no spawn set.Stijn Buys
2013-01-19Added IniStream::got_key_vector3f_opt() to read vectors with optional ↵Stijn Buys
coordinates.
2013-01-19Convert slot cone angle to radians.Stijn Buys
2013-01-15Use pre- instead of post-increment on iterator loops.Stijn Buys
2013-01-15Corrected a comment typo.Stijn Buys
2013-01-14Added osirion.desktop.Evan Goers
2013-01-06Set aiming distance to the entity currently hovering with the mouse.Stijn Buys
2013-01-06Increased projectile size to 0.025f.Stijn Buys
2013-01-06Corrected an issue where weapons obtained through 'give' are not mountable.Stijn Buys
2013-01-06Added engine functions to target controlables only, bound to the 'X' key by ↵Stijn Buys
default.
2013-01-06Always aim at core::range::fx_distance.Stijn Buys
2013-01-06Replaced the mount button with an in-place mount indicator,Stijn Buys
show mounted items at the top of the weapons list.