* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
* Add scaling for vfnts and scale multipler to gr_string
* nullptr
* Add scaling to a couple other string operations
* Add scaling features to additional bitmap drawing methods
* Implement framework for rendering hud gauges in config mode
* fix merge error
* address feedback
* Fixup HUD for slewing
* Fix Training Message box
* Lead indicator slew
* Fix HUD Message Head
* Correctly render messages
* Fix HUD offset handling
* HUD offset never makes any sense
* Cleanup offset code
* Remove unused parameter
* Fix Talking Head in RTT mode
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.
1) A comprehensive fix for the is_target_dying variable
2) Also do distance correctly for non-player target brackets by adding a check that we're dealing with the target before using the current target distance. Then also calc distance if it is not the player target.
3) Update comments and checks to be consistent
Many of these did not reflect how the variable was actually used, so update the comments.
The multilock patch did not handle `Lock_anim` in the best way, and handled `Lock_gauge` in a very bizarre way, despite the fact that they are two simple hud animations. This changes the `lock_info` struct to track the correct `time_elapsed` value for both, and changes the locking code to use the values in the correct way.
Additionally, this properly loops the lock triangles on the FS1 lock indicator. Strangely, even prior to the multilock merge it appears that the triangles wouldn't have animated more than a quarter turn.
Finally, this prevents the FS1 lock indicator from blinking, since in retail FS1 it didn't blink.
Tested with FSPort and no-mods. Fixes#2826.