* initial semi-working version
* better implementation of play and add stop and music.tbl viewer
* let the music window lose focus
* some cleanup
* add autoplay, next, previous
* use graphics
* Better dialog layout and allow ignoring files from the player list
* Make betterer
* a touch more cleanup
* revert this change
* missing bracket from merge conflict resolution
* address feedback
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.
This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
The `fredhtl_render_subsystem_bounding_box` function only handled one level of submodel positioning, which worked for turrets but not more complicated submodel stacks like the Ma'at. This properly handles all submodels in the hierarchy.
Fixes#3971.
Could be because of variable overflows or from `thistime` somehow being much smaller than `lasttime`.
Hard to find the root cause, but manually setting the memory to bad values will no longer cause the freezing with this patch.
This changes FRED to properly initialize a model instance on ship creation and also use that instance when rendering the ship. This prevents destroyed submodels from appearing. Fixes#3212.
I forgot to set the alpha blend mode in the NanoVG changes which meant
that the code used additive blending by default which is not good if the
color in use is black. This sets the blend mode to the value that
corresponds to the values used by the NanoVG reference code.
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.