* Add curve to control the duration of a particle source
* Also add fractional Life Left curve input for sources
* Actually register new particle curve output
* Make particles aware of the effect that spawned them
* Allow modular curves to call global functions from submember inputs
* Add more in and outputs for particle lifetime curves
* Allow post-curve velocity as a curve input
* fix warning and incorrect assig
* Disable CheckTriviallyCopyableMove
* Clang Tidy
* Another particle fix for standalones
Fix more standalone crashes from particles by "allowing the code to create particles, and just silently quit if in standalone. I.e., accept an invalid effect handle if in standalone and that'll just quit out the source on its first frame of processing." Thanks to @Bmagnu for the fix! Putting here to allow taylor and chief to more easily test.
* add needed include
* and another fix
* Make scripting use the full-blown particle system
* Add reverse option
* Add animation reversal as an option to modern particles
* Start implementation of beam particles
* Add multi-emission particle source API for legacy particles
* Attach beam muzzle particles to the correct host
* Reorder code in order to facilitate apparent visual size as modular curve input for particles
* fix lua api
* Typo
* Fix scripting and beam muzzle particles
* Remove muzzleflash code, prepare to replace with particles
* Begin mflash effect conversion
* Pass final parameters to mflashes and fix curve
* Remove deprecated particle function
* Add debris flame particles
* remove weapon_explosion table
* Convert shield explosion particles
* Fix modular curve full inputs and convert particle curve inputs accordingly
* Allow particle volume offset and rotation with curve-based rot around fvec
* Add Ring and Point Volumes
* Convert PSPEW to new system
* Make particle curve timing aware of interp
* Update todos
* get rid of performance waste
* Add last parameter for converted pspews
* Fix pspew bugs
* Fix direction for default pspew
* Fix order for voluem rotation
* particle vel interp
* particle vel interp 2
* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt
* fix scripting particle lifetime
* Allow beam muzzle particle override
* Skip invalid pspews
* remove pspew dcf code
* Fix sparkler stretch
* Correct sparkler bia
* General sparkler weirdness
* Tune distribution of sparklers
* Convert Asteroid particles
* Fix conversion warning
* Fix conversion warning again
* Fix conversion warning again again
* Really clang?
* Fix incorrect ship legacy particle curve assignment
* Setup trigger radius
* Properly attach particle sources to objects and subobjects
* Add trigger velocity for weapon impacts
* Onetime particle source timing fix
* Warnings
* Allow global_to_local to work with no submodel
* Allow global_to_local to work with no submodel, again
* Adds particle effect offset.
* bugfixing
* Switches to a cleaner approach.
* Futureproofing for particle parenting.
* actually let's just bundle parenting into this one
* working on turrets
* grinding toward turret correctness
* still grinding toward correctness
* Gets turrets working correctly.
* Fixes merge artifact
* appeases clang-tidy
* Updates some comments.
* Updates some comments.
* Tiny bit of cleanup.
* Deduplicates comments.
* Sets up linear interpolation for object particles.
* Makes interpolation time-based.
* Updates comments to match changes.
* appeases clang-tidy
* Adds interpolation for particle particles.
This refactors the object_h struct to store objects as indexes rather than pointers. This is a prerequisite for making the collection of objects dynamic in the future. See also #6100.
Follow-up to #5800 and #5829.
This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
This allows specifying how many times per second an effect should be
triggered for a particle source instead of triggering the effect every
frame. This will allow modders to achieve more consistent particle
effects regardless of FPS.
Previously, the source orientation was always aligned to the world so it
couldn't adapt to a weapon that changes direction. This fixes that by
introducing a "relative" mode for source orientations that is enabled by
default and disabled if the direction is set explicitly.