This will ensure that Lua functions will always be executed in the
correct Lua state. Since we now have multiple threads (which are
different lua_State objects) it is possible that the current code could
execute a Lua function in the main state instead of the thread that is
currently executing. This can lead to weird behavior and probably also
to issues inside Lua.
This can be used by Lua code to trace the runtime of their code in the
same way the engine already is capable of doing for most in-mission and
mission loading code.
Also adds some tracing scopes to the libRocket code
Previosuly, using the script function ArmorClass did not properly display the actual armor class, instead it always displayed -1. This PR fixes that. I have tested these changes and they now proprely display the armor class.
This makes the necessary campaign room API available to the scripting
API so that it can be implemented using libRocket. Also adds an
engine.sleep function which I needed for making my Lua debugger work
reliably.
This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.
This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
Previously the scripting call `gr.drawOffscreenIndicator` did not properly draw the indicator and/or return coordinates. After some bug hunting it turns out it is because there gauge was not being set to active. This PR adds that line and retores the intended functionality. Tested and works as expected.
Since the original release of FS2, internal strings have been translated to their English entries in strings.tbl but external strings have not been translated to their English entries in tstrings.tbl. It appears that string translation was universal until it was disabled via a hack, probably due to FRED idiosyncrasies (see comment in `fred_init()`), and then not re-enabled for release. PR #2343 re-enabled it, but this turned out to have undesirable side-effects since many mods used incorrect XSTR indexes for external strings.
This PR restores the previous behavior and also cleanly separates localization into translated and untranslated modes. FRED will always run in untranslated mode. FSO will run in translated mode for all languages except English, where it will run in untranslated mode UNLESS the new option `$Use tabled strings for the default language` is enabled in game_settings.tbl.
This adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.
Also clean up some unused debug stuff.
Although not used very often, ai_info.target_signature should be set to -1 whenever no target is specified, just like everywhere else to make sure that the code is as predictable as possible.
(Found while trying to figure out why the heck would the Object update packet send this at all??)
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.
This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
Previously deprecated enum for hasViewmode() lua function didn't have a warning. This fixes that.
Also, I am adding a check to ignore it while writing scripting.hmtl.
This adds JSON as an additional scripting documentation output format.
This can be used by external tools to examine the scripting
documentation and generate interface declarations or documentation for
any language. The existing documentation code is left largely in place.
This allows to mark certain functions or virtvars to be declared as
"deprecated" starting with a specific engine version. What this means is
that a special message will be added to the documentation stating since
when the function is deprecated and can contain an optional message. The
actual enforcement of the deprecation depends on the target version of
the mod so that we can stay backwards compatible.
If the mod supports the version since when the function is deprecated,
it will not be added to the Lua state which means that it doesn't exist
for the calling script. If the targetted version is before the stated
version, the function will still be added to the Lua state.
As the first function to use this feature, I have deprecated
createParticle in the testing library and moved it to the graphics
library with a new name reflecting that it creates a persistent
particle. I also added the corresponding function for adding a
non-persistent particle.
Fixes a minor bug that incorrectly draws Rectangles to a scripted HUD gauge. The third and fourht arguments needed to be width and heigth, not x2 and y2.