wookieejedi
dce9e1c031
Allow mods to cap rotational velocity from collisions ( #6890 )
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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!
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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 )
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* 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 )
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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 )
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* 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 )
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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 )
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* 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 )
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* 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
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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
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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.
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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.
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-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
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--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
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--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
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warnings disabled
--Goober5000
2003-11-11 02:15:47 +00:00
Goober5000
51b4692afd
clean rollback of all of argv's stuff
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--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