53 Commits
Author SHA1 Message Date
wookieejedi dce9e1c031 Allow mods to cap rotational velocity from collisions (#6890)
The `+Rotation Factor:` value in the ship collide section of the ships table has been around for many years, but raising that value beyond the default of 0.2 results in ship collisions that can result in the colliding ship spinning at ludicrous rotational velocities that last for over 10 seconds (this is especially evident with long ships with high speeds).

This PR adds a field after `+Rotation Factor:` called `+Rotation Magnitude Maximum:` which serves as a maximum for the resulting rotational velocity from a ship collision in degrees per second. By default this is -1 and thus disabled.

Tested and works as expected, and now properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking.
2025-08-01 22:31:40 -04:00
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
Asteroth f40941304c Account for scripting when dealing with velocity (#6110)
* add scripted velocity

* fix

* rejigger to handle displacement as well, and add flag

* review tweaks

* one more fix
2024-04-29 01:40:26 -04:00
Goober5000 06d9e02c34 sync up tokens 2023-10-15 13:48:23 -04:00
Asteroth 40233ae05f use a constant for excess speed 2023-10-15 13:43:49 -04:00
Goober5000 d2031a476a some fixes 2023-10-15 13:43:49 -04:00
Asteroth c60ea2d4a7 move supercap warp time constant 2023-10-15 13:43:49 -04:00
Asteroth 6843d48358 add math for predicting warp in distance 2023-10-15 13:43:47 -04:00
Asteroth 219bcca23a Implement gravity (#4803)
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.
2022-11-21 20:13:35 -05:00
Goober5000 5f54188e5b add a few scripting dock functions (#4839)
* add a few scripting dock functions

Add setDocked, setUndocked, and jettison.

* address feedback
2022-11-01 21:45:49 +09:00
Asteroth ef57ffc2f4 Add maneuvering thruster easing (#4623)
some thruster and comment clean up, and thruster easing
2022-09-09 18:36:04 -05:00
Asteroth 622ae3ef2c Fix some bugs with maneuvers (#4483)
* split ai_control_info_check and player-not-use-ai wipes maneuvers

* remove redundant flag upkeep and clarify logic
2022-07-13 00:08:08 -04:00
Asteroth 7fe62aabcd Add some chase view Improvements (#3571)
* improve chase view cam

* fix comment

* comment description of acceleration
2021-08-05 11:09:08 -04:00
Baezon c90171d8a3 add no_override flag to maneuvers 2020-11-22 11:58:15 -05:00
Baezon b360435719 v1 2020-10-11 02:34:59 -04:00
Baezon 232035e45d handle shockwaves and renaming 2020-09-24 01:00:21 -04:00
Baezon 7accd387a3 v2 2020-09-24 01:00:21 -04:00
Baezon 58ce531ec6 v1
V2
2020-09-24 01:00:21 -04:00
Baezon f95f48448e world coords for all whacks 2020-07-27 01:11:00 -04:00
Baezon 34b04b1ca8 PR review fixes 2020-07-18 22:28:51 -04:00
Baezon c49cf7fd6a bugfix 2020-07-17 21:00:26 -04:00
Baezon 06322bb977 better names and const fix 2020-07-17 20:07:09 -04:00
Baezon a5a41e8ea6 Review adjustments 2020-07-12 03:14:01 -04:00
Baezon 9b33685598 Fix physics whack for docked ships
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
2020-07-11 00:04:48 -04:00
wookieejedi 1fdf2876d0 update comment 2020-01-05 21:34:36 -05:00
Goober5000 5f8192d1ee actually figure out instantaneous acceleration, and refactor a bit 2019-10-20 16:30:38 -04:00
Goober5000 ab3388f397 add sexp and script support for maneuvers with new CIF_ flags 2019-10-20 00:59:43 -04:00
Goober5000 a80e4ba56e add some very useful control flags for ship maneuvers 2019-10-19 00:28:52 -04:00
CasparKielwein ce335dbcc2 remove unused functions in physics 2018-12-29 16:45:47 +01:00
The_E 044df34584 Adding the "force-glide" sexp by request of Axem 2010-10-01 00:38:58 +00:00
Sushi 8c6895a029 Re-added collision physics, added basic landings support (still needs some work) 2010-09-13 14:27:42 +00:00
Sushi 0889d77f9f Fix for Dynamic Glide Cap so that the cap ramps max speed in the same way as normal flight when turning afterburners on/off or changing the overclock (what it should have done in the first place). Also removed some old, unused glide code. 2010-04-26 13:38:36 +00:00
Zacam 5ddd75b11e SparK's Reverse Afterburner code, for FringeSpace (Tachyon) project Feature Request. 2010-01-30 03:38:53 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
karajorma 286a7fca3e Commit Sushi's improved glide changes. 2009-06-14 15:57:45 +00:00
Goober5000 6e4021888d add apostrophes to contractions, lol 2009-04-10 07:49:12 +00:00
WMCoolmon f51a8cf3c0 New camera code core commit, delta bank code. 2008-08-30 10:42:27 +00:00
Backslash 46fb02fb92 Backslash's "let's get this stuff into 3_6_9 as well" commit.
-gliding with thruster adjustments and speed cap
-glide_when_pressed control (right above bank_when_pressed)
-fixes to the thrusters sound and visuals while gliding
-don't show muzzle flashes in 1st person
-quick reticle for multitarget and asteroids
2007-12-28 02:10:38 +00:00
wmcoolmon def1993de8 Miscellaneous minor changes, mostly related to addition of Current_camera variable 2006-04-03 07:48:03 +00:00
Goober5000 b52b6b1e00 spelling 2006-02-25 21:47:19 +00:00
wmcoolmon e18977d6db Gliding 2005-10-11 05:24:34 +00:00
Goober5000 2394e9801b remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:35:36 +00:00
taylor 7f786136a6 s/vector/vec3d/g, better support for different compilers (Jens Granseuer) 2005-04-05 05:53:25 +00:00
Goober5000 263f2b7c61 fixed two small things with physics
--Goober500
2005-01-11 21:25:58 +00:00
Kazan 7d1c8b185d added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this 2004-08-11 05:06:36 +00:00
Goober5000 401967dd9d ubercommit - basically spelling and language fixes with some additional
warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000 51b4692afd clean rollback of all of argv's stuff
--Goober5000
2003-09-13 06:02:08 +00:00
argv 583f156912 Lateral movement speed is now affected by engine power. 2003-09-11 19:23:18 +00:00
phreak d6778bb9c1 since the afterburners are routed through the physics engine, i needed to route the boost pod through here too 2003-08-06 17:39:49 +00:00
bobboau c4c099ac0b inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam sheild hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry 2002-10-19 19:29:29 +00:00