* multi pxo api
(cherry picked from commit 9af26da728a19b9d6c890968a314e8e56ecc1ddf)
* multi pxo help api
(cherry picked from commit f4df704576ddb648e9c486907b07ae172c859feb)
* minor fixes
* not extern
* break out chat message data into a table
* address some feedback
* return empty strings if not in multi
* use GetChannelByUser() instead
* once more with feeling
* correct documentation
Turn `Parse_names` into a vector and add SCP_string overloads of ship registry functions. Refactor calling code to use registry as appropriate. Remove an unused overload of `mission_parse_get_parse_object`.
* Add the submodel that was hit to the On Ship Collision scripting hook. (This will only be non-nil if the ship was the "heavy object".)
* Add a `getModel()` function to the scripted submodel object.
* Fix some incorrect documentation in `OnShipCollision`.
* Expose NoCollide and NoCollideThisOnly as virtual variables for submodels
* Allow submodels to be optionally specified in object:checkRayCollision
* Be sure to calculate ship-to-ship hit position before the override collision hook is called, in case the hook needs this value. (The other collision hooks already calculate the hit position before the override hook.)
* add extra ways to modify background elements in missions
This adds Lua API methods for getting suns and bitaps by index, as well as modifying their scale and position. This removes the need to completely add and remove a background element that only needs to be modified.
* big pruning of (int) casts
Several handle types in the scripting API used inheritance where composition would be more appropriate. This refactors those types, as well as removing the various handle types that were just aliases for `model_h`. These are just the C++-side types; all the Lua types remain as-is.
This also refactors `sound_h` to move the previous `isSoundValid` to `isValid` so that `ade_set_args` will work properly for sounds with the `Lua_API_returns_nil_instead_of_invalid_object` flag. The subclassing from `sound_entry_h` was removed and the "full validity check" was moved to `isValidWithEntry`. The Lua side remains unaffected, but additional documentation was added to clarify the usage.
Follow-up to #6009 and prerequisite to #6006 due to the `isValid` refactor for `sound_h`.
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict
This improves the ability of Lua to check for ship arrival status:
1. Deprecates the `isWarpingIn` function, which can be misleading, and replaces it with the equivalent `isWarpingStage1`
2. Adds an `isWarpingStage2` function to fill a gap in functionality
3. Adds an `isArrivingWarp` function (complementing the existing `isDepartingWarp` function) to cover both stage 1 and stage 2
Check the filenames used to initialize HUD gauges and mark the gauge as hi-res if the filename starts with 2_. Also add a script method to return this value.
Additionally, make accessor methods `const`.
Use a simpler, more robust, and more correct method of sharing the fire direction among beams: replicate the actual beam vector for all firing points. This further cleans up and simplifies the beam firing code and also clarifies some vector math.
1. make `check_ok_to_fire` return a boolean (like `check_los`)
2. make `check_ok_to_fire` and `check_los` both use a position argument since we don't need the whole turret
3. remove the redundant position prediction code from `ship_get_global_turret_gun_info` (since that needs to be a "pure" function) while making sure "share fire direction" still works
4. skip calculation of the vector in `ship_get_global_turret_gun_info` if we don't need it
5. move the position prediction code out of `aifft_rotate_turret` and into its own function
6. prune some gun position calculation calls since in most cases one will suffice
7. fix position "jitter" with weapon subsystem damage in missions that use gravity
8. `model_rotate_gun` now uses a nullptr position for a reset instead of an extra boolean argument
9. use a more efficient method to calculate gun barrel length
10. a couple variable name changes for clarity
This refactors the ship registry and the OSWPT struct to store data as indexes rather than pointers. This is a prerequisite for making these collections dynamic in the future. See also #5800.