Here is the nightly for OS X on 17 Oct 2014 - Revision 11150
Open non-feature issues in
Mantis: 122
Group: Standard
fso_Standard_20141017_r11150.tgzMD5Sum------------------------------------------------------------------------
r11141 | Goober5000 | 2014-10-16 21:08:42 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/weapon/beam.cpp
xt branch: minor optimizations in beam.cpp
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r11142 | Goober5000 | 2014-10-16 21:12:24 -0500 (Thu, 16 Oct 2014) | 2 lines
Changed paths:
M /trunk/fs2_open/code/weapon/beam.cpp
xt branch:
"Nothing major here, just added the same basic stuff from the nebula code to make beam glows fade out depending on how close to the eye they are. The primary reason for this was for beams on fighters, since the muzzle glows tend to block your view when they show up. Having them fade out still gives you the visual effect, but allows you to see through them as well."
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r11143 | Goober5000 | 2014-10-16 21:21:53 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
xt branch: minor ship.cpp fixes
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r11144 | Goober5000 | 2014-10-16 21:26:03 -0500 (Thu, 16 Oct 2014) | 4 lines
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
refine the calculation of effective_primary_banks...
1) optimization from xt branch: don't calculate if we only actually have one bank on our ship
2) make sure to count the current bank that we're firing, to avoid an edge case where we might have a negative fire penalty
3) make the condition logic a little clearer
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r11145 | Goober5000 | 2014-10-16 21:29:33 -0500 (Thu, 16 Oct 2014) | 3 lines
Changed paths:
M /trunk/fs2_open/code/ship/ship.cpp
xt branch:
1) the number of beam firing points should be the same as the number of ship firing points, because that's how we're calculating the expenditure of weapon energy
2) clear out Ship_type information when we exit the game
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r11146 | Goober5000 | 2014-10-16 21:31:33 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/shipfx.cpp
M /trunk/fs2_open/code/ship/shiphit.cpp
xt branch: minor tweaks
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r11147 | Goober5000 | 2014-10-16 21:34:58 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/ship/shipfx.cpp
M /trunk/fs2_open/code/weapon/weapon.h
M /trunk/fs2_open/code/weapon/weapons.cpp
xt branch: WIF_MFLASH is unnecessary because we can check whether there is a muzzle flash index
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r11148 | Goober5000 | 2014-10-16 21:43:54 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/weapon/weapons.cpp
xt branch: memset a bunch of weapons strings
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r11149 | Goober5000 | 2014-10-16 21:45:05 -0500 (Thu, 16 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/missionui/missionweaponchoice.cpp
xt branch: load stuff from the correct location
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r11150 | Goober5000 | 2014-10-17 00:18:29 -0500 (Fri, 17 Oct 2014) | 1 line
Changed paths:
M /trunk/fs2_open/code/fred2/missionsave.cpp
M /trunk/fs2_open/code/fred2/missionsave.h
MageKing17 has done yeoman's work in fixing the version-specific commenting system. Thanks, MageKing17!
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