This advances the versions for Clang to 16 and GCC to 13 along with
fixing any warnings these new versions are detecting now.
The new image versions also include Vulkan so the additional workflow
step for installing that is not necessary anymore.
* Add a divide by zero check
For coverity 1107324. Keeps framecount from dividing by zero in very rare circumstances.
* Add a clarifying comment
This marks isNaturalNumberFactor() so that we know it is the best way to get whether a number is a natural number.
Modulo division is slower and gives the same results.
* Spoiled by Rust
Remove a whole bunch of ad-hoc code piled on top of the retail weapon cycling behavior, then replace it with a robust algorithm that takes all relevant attributes into account.
Fixes#5529.
Normally the disabled/disarmed flags are only set if the destroyed subsystem is actually an engine or turret. This should be done for cheats as well, otherwise, for example, destroying any subsystem on a non-engined ship will cause it to become disabled.
* In fillValues(), Check the size values returned by SDL to assert they are non-negative. If they are negative, abort vector resize and mprintf the SDL Error.
* refactor how asteroid wrapping is done and setup for allowing or disallowing range check
* allow fred to toggle enhanced spawn checking
* field naming adjustment
* some minor tweaks
* Add sexp compatibility
* We don't need to save the boolean, just the string.
* full qtFRED support
Because time compression adjusts the raw timestamp to be 0, it must use the exact value, not the snapshotted value, or the mission time will be slightly off. So this commit fixes that problem, as well as making sure that changes in time compression always occur at the start of a frame.
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function. Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame. It is desirable to keep them all in sync.
This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame. This only affects simulation timestamps; real-time timestamps still use the live timer.
* Revert "synchronize simulation timestamps across the entire frame"
* try a proper fix instead of revert
* make sure nothing is reverted
* and back to full revert
Originally the check for event delay was this:
```
if ( (fix) Mission_events[i].timestamp + delay >= Missiontime )
return SEXP_FALSE;
```
This returns false even when the mission time is equal to the timestamp. Therefore the timestamp check needs to use >, not >=.
Thanks to Durandal and ShivanSpS for helping to track this down.
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function. Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame. It is desirable to keep them all in sync.
This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame. This only affects simulation timestamps; real-time timestamps still use the live timer.
Add XSTR entries for "or", "None", and "Nothing".
Note that there is already an XSTR entry for "none", but it does not have the right capitalization.
Note that "None" is localized in `textify_scancode` but not `textify_scancode_universal`.
This makes "Nothing" cargo use appropriate localization.
Fixes#5227.
Follow-up to #5040. This extends the checks to most iterations over `obj_used_list` in FSO. There are a few exceptions such as `waypoint_add` and `waypoint_remove`, plus a few others. And none of the object iterations in FRED have the guard because FRED does not use the same object life cycle as FSO.
* Add SpawnShipCheat and convert Bravos spawning to it
* Clean-up and add canUseCheat() check
* Move some stuff to parent CustomCheat class
* Add cheat-used SEXP and On Cheat scripting hook
* Add cheat tbls and tbms, fix custom cheat detection, move cheat hooks to global hooks
* Add a default virtual destructor to CustomCheats for its derived classes to use
* Initialize buffers with memset so clang will calm down, also move cheat check a bit to keep old cheats
* Attempt to appease MSVC
* Clean-up and formatting
* Ensure custom cheats fit in the cheat code buffer
* Fix a merge mistake
* Move pre-set cheat to embedded cheats table
* Use appropriate types for stuff_string
* Remove unnecessary copying of the cheat buffer
* Explicit nullchecking
* Avoid copying values for initializing CustomCheat
* move cheat checking function to cheats_table.h, fix a typo
* Clarify OP_USED_CHEAT sexp description
* Remove unnecessary casting
* Use list initalization for Ship Cheats
* Move a few method definitions from the .h to .cpp
* Change buffer to const char*
For all POFs that use animated textures, if no starting timestamp is specified, assume animation started at the beginning of the mission. This fixes a bug reported in Starfox: Event Horizon where weapon POF animated textures stopped animating after the texture timestamp upgrade.
These fix up the in-game confirm packet and help sync client and server through a few timing fixes.
Co-Authored-By: Taylor Richards <[email protected]>