10
I Use This!
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Commits : Listings

Analyzed over 1 year ago. based on code collected over 2 years ago.
Jun 30, 2022 — Jun 30, 2023
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
New GUI with automatic builds (#1) More... over 1 year ago
Merge pull request #1 from OoliteProject/Updated_SWEscort_Normalmap More... about 2 years ago
Missing Sidewinder Escort normal map More... about 2 years ago
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.
Nikos Barkas
as AnotherCommander
More... about 2 years ago
Updating icon More... about 2 years ago
Updated splash screen images More... about 2 years ago
Deleted redundant asp specular/gloss map.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Gloss, specular and normal map texture assets for the default core shipset.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Create LICENSE with content based on Doc/LICENSE.TXT (#427) More... over 2 years ago
Automate version bump (#430) More... over 2 years ago
Fixed inability to launch Oolite properly from within the Windows command console.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
fix FdL in shipyard to match with max missile in shipdata (#431) More... over 2 years ago
Build pdfs (#429) More... over 2 years ago
add release procedure so it is not forgotten More... over 2 years ago
Undid sun corona fadeout while approaching. The sun should now look closer to its v1.90 appearance.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Transition to black and white effect on death now works correctly also for time acceleration factors other than 1.0.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Added doxygen asset More... over 2 years ago
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.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
GUI background and foreground images are now treated as having SRGBA internal format
Nikos Barkas
as AnotherCommander
More... over 2 years ago
GUI background and foreground images are now treated as having SRGBA internal format. Fixes #412.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Merge pull request #425 from sparr/format-security
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Fix gcc -Wformat-security error More... over 2 years ago
Switched the Expansion Manager default OXZ index location domain to oolite,space.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
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.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
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.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
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.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
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.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Avoid unnecessary memory allocation if taking a non-hdr snapshot.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
Syncing with master.
Nikos Barkas
as AnotherCommander
More... over 2 years ago
The game can now take HDR snapshots in Radiance .hdr format on Windows.
Nikos Barkas
as AnotherCommander
More... over 2 years ago