| New GUI with automatic builds (#1) |
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over 1 year ago
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| Merge pull request #1 from OoliteProject/Updated_SWEscort_Normalmap |
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about 2 years ago
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| Missing Sidewinder Escort normal map |
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about 2 years ago
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| Switched WMicon.bmp to 8 bpp. Fixes black background in game's window menu icon and makes it transparent, as it was meant to be. |
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about 2 years ago
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| Updating icon |
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about 2 years ago
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| Updated splash screen images |
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about 2 years ago
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| Deleted redundant asp specular/gloss map. |
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over 2 years ago
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| Gloss, specular and normal map texture assets for the default core shipset. |
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over 2 years ago
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| Create LICENSE with content based on Doc/LICENSE.TXT (#427) |
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over 2 years ago
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| Automate version bump (#430) |
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over 2 years ago
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| Fixed inability to launch Oolite properly from within the Windows command console. |
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over 2 years ago
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| fix FdL in shipyard to match with max missile in shipdata (#431) |
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over 2 years ago
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| Build pdfs (#429) |
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over 2 years ago
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| add release procedure so it is not forgotten |
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over 2 years ago
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| Undid sun corona fadeout while approaching. The sun should now look closer to its v1.90 appearance. |
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over 2 years ago
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| Transition to black and white effect on death now works correctly also for time acceleration factors other than 1.0. |
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over 2 years ago
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| Added doxygen asset |
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over 2 years ago
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| Restored sun drawing parameters to their v1.90 values, as this seems to ultimately result in the best version of the sun so far. Only one slight adjustment made to sun disc color saturation to improve the luminance effect a bit, Also, fixed excessive corona color drift. |
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over 2 years ago
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| GUI background and foreground images are now treated as having SRGBA internal format |
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over 2 years ago
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| GUI background and foreground images are now treated as having SRGBA internal format. Fixes #412. |
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over 2 years ago
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| Merge pull request #425 from sparr/format-security |
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over 2 years ago
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| Fix gcc -Wformat-security error |
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over 2 years ago
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| Switched the Expansion Manager default OXZ index location domain to oolite,space. |
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over 2 years ago
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| Included image gamma information when saving a png snapshot in HDR mode. This is because in HDR, our backbuffer is linear so gamma is 1,0 and our snapshot is not gamma corrected for display on sRGB SDR screens. Many image viewers (e.g. MS Photos, HDR + WCG Image Viewer, Chromium based browsers etc.) can compensate for this if the gamma used when the image was created is included in the image metadata. So, we make sure that this info exists. |
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over 2 years ago
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| Fixed a bug where skipping the game over screen before the full transition to black and white was complete would result in color oversaturation upon game reset. |
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over 2 years ago
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| Implemented fade to black and white effect on game over. This means that now color saturation is a shader uniform. The fade to b/w occurs within 5 seconds and this time can be adjusted by setting the user defaults key gameover-seconds-to-bw-fadeout to any float value higher than 0.0 (limited by the 30 seconds duration of the gameover screen of course). If you don't want to fade to b/w at all, set the above key to 0.0. |
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over 2 years ago
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| Brightened up lasers. The anount of brightness can be adjusted in code by the kLaserBrightness constant. Setting it to 1.0 gives lasers their old appearance. |
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over 2 years ago
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| Avoid unnecessary memory allocation if taking a non-hdr snapshot. |
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over 2 years ago
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| Syncing with master. |
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over 2 years ago
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| The game can now take HDR snapshots in Radiance .hdr format on Windows. |
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over 2 years ago
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