110 Commits
Author SHA1 Message Date
dustinspace217andDustinspace217 499b3fb38b P4: qtFRED: rotate around the centre of a multi-selection (#7843)
* qtFRED: rotate around the centre of a multi-selection

Rotate Around Object (Alt+R) and the orbit pivot both used the current
object's position, so with several ships marked the camera still
circled whichever one happened to be current. Add
EditorViewport::selectionCenter(), which returns the centroid of the
marked objects when more than one is marked and the given object's
position otherwise, and use it at the three places that chose the
point: the look-at camera update, orbitCameraGetPivot(), and the Alt+R
handler that turns the camera toward the target when the mode is
switched on.

orbitCameraGetPivot() also serves middle-mouse orbit and wheel zoom in
normal mode, so those pivot on the selection centre as well. Every
marked type counts at full weight, including waypoints and jump nodes.
With a single object marked nothing changes.

Fixes #7724

* Make EditorViewport::selectionCenter const

It only reads the marked-object list and the editor's marked count;
clang-tidy (readability-make-member-function-const) flagged it in CI.

* Mirror the multi-selection orbit pivot to FRED, trim comments

FRED gets the same selection_center() as qtFRED's selectionCenter(),
used at the same three places: the look-at camera update, the orbit
pivot, and the Rotate Around Object toggle. Also removes the qtFRED
comments flagged in review.

* Make the selection-center pivot optional and share object bounds

Look-at and orbit use the current object again unless the new option is
on (qtFRED: Preferences > Controls; FRED: View menu), and the selection
center is now the bounding-box midpoint. view_universe in both editors,
the pivot, and qtFRED's selection radius all use get_object_bounds() in
missioneditor/common.

* Reset the cached orbit pivot when the selection-center option changes

Wheel zoom reuses the orbit pivot until the camera moves, so without this
the option only took effect for scrolling after the next camera move.

* Address review: move and rename the selection-centroid option

- FRED: the option moves from the View menu to Settings (and Misc in the
  classic layout), under Move Ships When Undocking, with hover help, and is
  renamed Rotate Around Selection Centroid.
- qtFRED: the checkbox moves next to Move Ships When Undocking in the
  preferences dialog, with the same name.
- setOrbitSelectionCenter only resets the orbit when the value changes.
- get_object_bounds iterates with list_range.
- The bounds test resets the object system with obj_init and takes objects
  off the free list, so it leaves a valid state for other tests.

* Rename the option to Selection Midpoint, move it to qtFRED's Controls tab, and document it

* Fix overlapping Appearance rows in qtFRED Preferences, realign a settings line

The last commit renumbered the Viewport label size row of the Appearance
group from 4 to 3, which is the Long list menu style row, so the label
size pair fell out of the layout and its spin box drew over the group
title. Put it back at row 4.

---------

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 01:17:00 -05:00
Goober5000andClaude Fable 5.1 acf613c13c Fix FastDebug builds linking the non-redistributable debug CRT (#7919)
* fix FastDebug QtFRED linking the debug CRT

FastDebug builds in the DLL-runtime tree (used whenever qtFRED is
enabled) compiled with /MDd and, since #7450, linked Qt's debug
libraries.  Both import ucrtbased.dll, MSVCP140D.dll and
VCRUNTIME140D.dll, which Microsoft does not license for redistribution,
so end users could not run the FastDebug qtFRED shipped in nightlies
and releases.  Static Qt is ruled out by the LGPL, so the only shippable
shape is the release CRT plus release Qt.

On MSVC, _DEBUG is the CRT's own contract: /MTd and /MDd define it
themselves, and the STL headers select msvcprtd.lib and
_ITERATOR_DEBUG_LEVEL=2 from it.  Stop force-defining it for FastDebug
on MSVC; the engine keys its debug behaviour on NDEBUG, and the few
_DEBUG guards in code/ are switched to NDEBUG so they keep working.
The static tree is unchanged: /MTd still defines _DEBUG there.

Fixes #7915

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* derive the MSVC runtime choice once

The "DLL runtime or not" condition was spelled out in the toolchain and
twice in fred2 with "keep in sync" comments, and gtest_force_shared_crt
and antlr4's WITH_STATIC_CRT had already drifted: they only looked at
MSVC_USE_RUNTIME_DLL, so a qtFRED tree with tests enabled would have
asked both for the static CRT.  That is harmless today only because our
flag strings carry no literal /MD for them to rewrite.

Compute FSO_MSVC_RUNTIME_DLL once in toolchain-msvc.cmake and use it
everywhere.  InstallRequiredSystemLibraries deliberately stays keyed on
MSVC_USE_RUNTIME_DLL: the qtFRED deploy ships no compiler runtime.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* remove FastDebug runtime leftovers

The /MD -> /MDd substitution on the FastDebug flag strings has done
nothing since the runtime moved to CMAKE_MSVC_RUNTIME_LIBRARY: the
Release flags it copies contain no runtime switch.  The commented-out
_ITERATOR_DEBUG_LEVEL=0 lines for gtest and the OpenXR loader belong to
the scheme #7450 removed from the toolchain.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* use the release CRT for all FastDebug builds

Microsoft's documentation marks the static debug libraries (libcmtd,
libucrtd, libvcruntimed) "Not redistributable" and states that debug
versions of an application may only be copied to machines used for
testing, and the license grants distribution rights only for code on
the REDIST list, which contains no debug library in any form.  So the
statically linked FastDebug game and FRED2 are no more shippable than
the /MDd qtFRED was.

Link every FastDebug build against the release runtime.  The engine's
debug behaviour keys on NDEBUG, which FastDebug still leaves undefined,
so asserts, warnings and mprintf are unaffected; only the debug CRT's
heap checking goes, and that remains available in Debug builds.  FRED2's
static MFC library follows the CRT: the debug variant requires the debug
runtime.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* keep the debug icon, version flag and FRED2 asserts without _DEBUG

The resource compiler only ever sees the explicit definitions, so with
_DEBUG no longer defined for FastDebug the game lost its debug icon and
both editors lost the VS_FF_DEBUG version flag.  Key those on NDEBUG,
which FastDebug still leaves undefined.

FRED2 also used MFC's ASSERT, VERIFY, ASSERT_VALID and TRACE0, which are
all compiled out without _DEBUG.  Convert them to the FSO equivalents
FRED2 already uses nearly everywhere else: Assert, Verify, a null check
in place of ASSERT_VALID (AssertValid only exists in debug MFC), and
mprintf.  The AssertValid/Dump overrides and DEBUG_NEW stay under
_DEBUG, as they must.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

---------

Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-10-24 03:09:57 -04:00
Goober5000andClaude Fable 5 ba2505c3ac preserve custom player wing arrival cues (#7160) (#7716)
FRED and qtFRED no longer overwrite a hand-edited arrival cue on the wing
containing the player start.  The cue is editable when the wing has multiple
waves (where it governs the arrival of subsequent waves) and read-only
otherwise.  Waves and threshold are now editable for the single-player
player wing, while the arrival delay remains locked; the arrival location
is editable in both editors.

Both error checkers flag a single-wave player wing with a custom cue as a
potential issue, and the engine now warns and aborts the mission load,
rather than tripping an Assert, if the player start ship was not created
at mission start.

Also fix an unguarded read of Ships[Player_start_shipnum] in both editors.

Co-authored-by: Claude Fable 5 <[email protected]>
2026-09-10 11:22:30 +02:00
Goober5000 814b8592a2 Merge pull request #7734 from Goober5000/fix/ship_registry_rename
a few parsing and infrastructure upgrades
2026-08-27 14:20:26 -04:00
Goober5000andClaude Opus 4.8 e3674834a0 Add adjustable viewport label font size to FRED and QtFRED
The text labels drawn in the main editor viewport were always rendered at the fixed FONT1 size.  Add options to scale the font from 50% to 400%.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-08-25 19:57:47 -04:00
Goober5000 a34788ef1a a few parsing and infrastructure upgrades
- A parse flag to indicate when the mission is being parsed, and a new `ship_class_index()` accessor in the ship registry, both currently unused
- Make the ship registry more robust, especially in FRED: properly update it when ships are renamed or deleted
2026-08-23 22:24:21 -04:00
Goober5000andClaude Opus 4.8 96e1b1a092 add a toggle to switch FRED2 between the classic and current menu layouts
PR #7082 rearranged the FRED2 menu layout to match qtFRED (see issue #6985),
but some users preferred the previous Editors/Misc layout.  This adds a
"Classic menu layout" toggle (under Settings in the current layout, and under
Misc in the classic layout) that swaps the whole menu bar on demand.  The
choice is persisted to the registry and reapplied on startup.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-08-18 03:20:19 -04:00
Goober5000andClaude Fable 5 5fa6674688 send-message-list arg-count forgiveness, plus better error checking
Due to a long-standing bug, the groups-of-4 argument count check for
send-message-list and send-message-chain never actually worked, so
missions through 25.0 could includes sexps with truncated argument lists
that recovered gracefully at runtime.  Now that the check works, don't
punish those missions: introduce SEXP_CHECK_BAD_ARG_COUNT_BENIGN, which
warns but does not prevent the mission from loading.

To make sexp tree validation more robust, check_sexp_syntax now defers
recoverable errors rather than returning them immediately; otherwise
a recoverable error could mask a fatal error deeper in the tree.

Also fix a stale-variable bug in FRED's fred_check_sexp that could
produce a bogus empty dialog.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-30 01:03:06 -04:00
The Force da05081405 Fix C4709 Warnings In modern VS (#7576)
* Fix C4709 Warnings on latest VS

* more

* suppress false positive

* Switch to using any/none_of

* Address Feedback

* Fix Line endings?

* Fix commits and strip out flag_combinator

* more fixes

* nolint
2026-07-26 14:33:00 +01:00
Goober5000andClaude Fable 5 52763935c7 add a Reorder Ships and Wings editor to FRED
Accessible from the Tools menu, this dialog lists all ships or all
wings (selectable via a drop-down) and provides Move to top/up/down/
bottom buttons.  Moves are applied immediately via the slot
reassignment utilities in missioneditor/common.h, using adjacent swaps
so the relative order of other entries is preserved.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-20 23:15:16 -04:00
Goober5000 dab690eab8 Merge pull request #7600 from Goober5000/fix/ship_demotion
fix a bug with player ships being demoted to common ships
2026-07-12 20:15:54 -04:00
Goober5000andClaude Opus 4.8 7d5bab25e3 fix a bug with player ships being demoted to common ships
If a player ship is changed to a regular ship, be sure that
Player_start_shipnum does not still point to the old ship.

Consolidate the several near-duplicate copies of the "repoint
Player_start_shipnum to a valid player start" logic, in both FRED and
qtFRED, into a single shared helper, ensure_valid_player_start_shipnum()
in missioneditor/common.cpp.

Also add some guards in situations where Player_start_shipnum might
be -1.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-12 19:32:39 -04:00
Goober5000 39c806771e when disbanding a wing, delete its reinforcement entry
Also rename `remove_wing` to `disband_wing` for clarity.
2026-07-11 21:02:36 -04:00
Goober5000andClaude Opus 4.7 e4c7c730cc null out editor-dialog globals on DestroyWindow (#7512)
Several dialogs already null their global at the top of DestroyWindow, but a few do not: briefing, debriefing, event, background, message, cutscene, goal, and Fred_view_wnd.  OnClose nulls in those five cover the user-initiated close path, but any teardown that bypasses OnClose leaves a dangling pointer that could be dereferenced.

Co-authored-by: Claude Opus 4.7 (1M context) <[email protected]>
2026-06-12 07:45:21 -04:00
Goober5000andClaude Opus 4.6 1240d2eb11 add orbit camera support to FRED2 and qtFRED (#7310)
Implement a spherical-coordinate orbit camera for both the MFC (FRED2)
and Qt (qtFRED) editors, providing intuitive 3D viewport navigation
similar to other 3D editing tools.

Controls:
- Middle mouse drag: orbit rotate around pivot point
- Shift + middle mouse drag: pan the pivot point
- Right mouse drag: orbit rotate (alternative to middle mouse)
- Shift + right mouse drag: pan (alternative to shift + middle mouse)
- Mouse wheel: zoom in/out
- Right click without drag: context menu (preserving existing feature)

Camera pivot selection:
- If an object is selected, orbit around that object
- Otherwise, intersect the camera forward ray with the current grid
  plane to find a natural pivot point
- Falls back to grid center if the camera is parallel to the grid

Grid-plane awareness:
- Orbit axes are derived from The_grid->gmatrix using vm_vec_rotate
  and vm_vec_unrotate, so the camera orbits correctly on all three
  grid planes (XZ, XY, YZ), not just the default XZ plane
- The look-at matrix uses the grid's up vector (uvec) rather than a
  hardcoded world-up direction

Robust zoom/pan scaling:
- Zoom uses an exponential formula (powf) so the distance multiplier
  is always positive regardless of physics_speed setting (1-500)
- Pan uses a clamped speed factor to avoid excessive movement at high
  physics_speed values

State management:
- Keyboard camera movement (process_controls) invalidates orbit state,
  so the next mouse drag re-initializes from the current view
- Orbit state is per-viewport in qtFRED (EditorViewport members) and
  global in FRED2 (matching existing conventions in each codebase)

Implementation:
- FRED2: orbit math in fredrender.cpp, mouse handlers in fredview.cpp
- qtFRED: orbit math in EditorViewport.cpp, mouse/wheel handlers in
  renderwidget.cpp; RenderWindow::event() updated to forward middle
  button and wheel events to RenderWidget

Also fix an AND vs OR bug in FRED's process_controls().

Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
2026-06-04 13:34:44 +02:00
Goober5000 7545e5d035 make the reinforcements collection dynamic
As requested by a FREDder who has a plausible situation where more than 32 reinforcements might be handy. :)
2026-05-26 10:55:05 -04:00
Goober5000 4e0ae62e13 FRED and qtFRED quality-of-life improvements for highlighted models
A few visual improvements requested on Discord:
1. Use a configurable LOD to draw the outline wireframe, defaulting to LOD 1
2. Draw subsystem names with a dark outline to make them more visible
3. Draw the subsystem boundary boxes with thicker lines
2026-05-25 23:33:32 -04:00
Goober5000 70c4010389 add wing display names (#7429)
* add wing display names

Adds display name capability for wings, matching the pattern and infrastructure of display names for ships.  As in #7234, wing display names take precedence over ship display names, if both are provided; because if ship display names took precedence, a ship would have the same display name in every wave.

All the relevant display locations are handled, including the HUD, escort list, message box, and mission log.  Lua API support is provided as well.

Adds full support for both FRED and QtFRED, including the always-save-display-names setting.

Addresses #7189 and the last request from #1730.

* add help text from #7234
2026-05-20 15:16:08 -04:00
Goober5000 ef73e2572d unlimited mission titles
Some code refactoring to allow mission titles to be strings of any length.  Titles that are too long to actually display (based on string width) will be visibly truncated using `font::force_fit_string`, but the underlying title will not be affected.  Multiplayer is still subject to the 31-character length limit, so titles sent over the network will still have characters truncated.

Also removes some redundant calls to `gr_get_string_size`, since `font::force_fit_string` returns the fitted string width.
2026-05-12 11:31:20 -04:00
Goober5000 165c4d3e6b Merge pull request #7307 from Goober5000/debriefing_modeless
convert debriefing editor to modeless; add focus_sexp(); fix bugs
2026-05-08 04:35:18 -04:00
Mike Nelson 97a6c6314b Match editor wave thresholds to in-game limits (#7243) 2026-03-29 23:01:05 -04:00
Goober5000 a56bded919 convert debriefing editor to modeless; add focus_sexp(); fix bugs
Convert `debriefing_editor_dlg` from a modal stack-allocated dialog to a modeless heap-allocated dialog, matching the pattern of the briefing editor.  Update FRED infrastructure accordingly.

Add `focus_sexp(int node)` to `debriefing_editor_dlg`, mirroring the existing method in `briefing_editor_dlg`.  Fix both `focus_sexp()` implementations to search all team debriefings/briefings instead of only the currently selected team, so nodes in non-zero teams are found correctly in TVT missions.

Fix `debriefing set_modified()` calls to only set the flag if the debriefing data actually changes, rather than every time the editor was opened.
2026-03-21 01:29:13 -04:00
Goober5000 35ed88c57f make anchors type-safe, and adjust support_ship_info accordingly 2026-03-06 22:00:32 -05:00
Goober5000 33d5f7ed3c refactor ship anchors
Testing in FotG exposed a bug that dates back to retail.  During mission parsing, arrival and departure anchors were represented by indexes into `Parse_names`.  After parsing, they were converted to ship indexes -- but only in FRED.  Since some functions are shared between FRED and FS2, this can produce inconsistent results, which can be hard to detect since parse indexes and ship indexes are usually the same.

This refactors arrival and departure anchors to be represented by ship registry indexes in all cases.  It also adds conversion functions for the benefit of FRED and QtFRED since those dialogs were designed with ship indexes in mind.
2026-03-06 22:00:32 -05:00
Goober5000 e39a900223 Merge pull request #7241 from Goober5000/fred2_fixes
fix a FRED2 crash
2026-02-28 19:46:11 -05:00
Goober5000 482c5a5cc0 fix some waypoint bugs
1. The `waypoint_stuff_name` function used the wrong length when building the waypoint name, causing the number to be written past the end of the string in most cases.  Not sure how this escaped testing.
2. Change two Assertions, which had no effect due to the comma operator, to Errors, which match their counterparts in their respective functions.
3. Make `internal_error` consistent between the campaign editor, the mission editor, and qtFRED, and prune an unnecessary string copy.

Follow-up to #7104.  Fixes #7254.
2026-02-28 16:59:23 -05:00
Goober5000 c4efdfb77b Merge pull request #7104 from Goober5000/waypoint_stuff_name
add waypoint_stuff_name
2026-02-20 23:14:10 -05:00
Goober5000 1832fa0397 fix a FRED2 crash
Fix a crash caused in part by some missing UI calls in FRED2 and in part by subtle object life cycle issues.  Depending on whether FRED receives the focus during mission load (which can happen if the autosave dialog appears) it could access props that were in the process of being cleaned up but were still referenced.  This isn't specifically a props issue; it could happen to any FSO object stored in a SCP_vector, since the vector can be cleared.

The quick mission init is to prevent a whole bunch of unnecessary and risky processing during a transient loading state, but it has the nice side effect of making mission list loading noticeably faster.
2026-02-19 00:29:53 -05:00
Mike NelsonandAsteroth 070a8e18fa Adds Props as a new object type (#6836)
* First draft of prop object type

* Add prop editor dialog in FRED

* prop sexps

* lua table prop support

* lab support

* lua mission access to props

* prop collision support

* use std::optional so the object->instance id is always valid

* allow props to block suns

* minor cleanup and remove arbitrary limit. Still limited to 500 objects.

* Sort props by category

* cleanup

* implement collision hooks

* parse prop flags and further ensure props are inited and closed correctly

* Add Cyborg's multi suggestions

* fix missing header

* add props to empty slots if available

* add multi signature

* fix rebase issues and match collisions to the new multithread style

* appease Clang the Conquerer

* save/parse mission prop classes by name

* Clean up comments and finish TODOs

* fix string errors

* clang wants this to be static now

* address feedback

* address feedback

* Use model num from prop info instead

* merge prop and ship collision group sexps together

* fix rebase bug

* address feedback

* fix name shadowing

* ship heavy submodel

* clang

---------

Co-authored-by: Asteroth <[email protected]>
2026-02-16 14:41:34 +01:00
Goober5000 1dc68b28c2 add waypoint_stuff_name
A consistent friendly way to get a waypoint name.  Follow-up to #7103.
2025-11-02 01:00:57 -04:00
Goober5000 897429e239 Merge pull request #6630 from Goober5000/form_on_wing_and_stay_still_updates
form-on-wing and stay-still updates
2025-10-09 22:48:58 -04:00
Goober5000 c1444781e8 check missions for missing hangar bays
It's possible for ships to be designated as arrival or departure anchors when these ships do not actually have hangar bays.  This cannot normally happen in the interface but can happen when missions are edited in a text editor, or are imported, or the modpack is changed.  So add warnings and checks for this situation.
2025-09-22 00:37:38 -04:00
Goober5000 0c736b7bca address feedback 2025-09-18 21:30:45 -04:00
LuytenKyandwookieejedi b8c3c560d2 Implementation for an AI order to chase ship types -Second Attempt- (#6828)
* Back in business hopefully

* Refactor

* Resolve CI issue in aigoals.cpp

* Updating order.cpp

* Whoops

* Updated objecttypes.tbl to incorporate attack ship type

* Fix clang-tidy issue

* Forgot one other instance

---------

Co-authored-by: wookieejedi <[email protected]>
2025-08-07 09:56:18 -04:00
Goober5000 fe1540c8a4 add 'Always save display names' option 2025-07-07 00:17:24 -04:00
Goober5000 067c65773a coverity: possible use of invalid iterator (especially with jump nodes) 2025-05-10 01:15:46 -04:00
Goober5000 2f18741258 add safeguards to the "immobile" flag migration
When a mission is loaded in FRED the "immobile" flag is migrated to "don't-change-position" and "don't-change-orientation".  So, notify the FREDder that this is happening, and add checks to the "potential issues" checker to guard against mixing the old and new flags.

Follow-up to #6304.  Resolves #6489.
2024-12-27 17:07:47 -05:00
Goober5000 846608e949 add command-line arguments to Run FreeSpace command
Takes the command-line arguments used to launch FRED and reuses them to launch FSO.

As part of this, slightly refactor the `cmdline_print_cmdline_multi()` function so that it calls a new `cmdline_build_string()` function.
2024-10-25 15:52:52 -04:00
Goober5000 d288dcb3fd revise Run FreeSpace menu option
Fix some memory leaks and make the application name detection slightly more reliable.
2024-10-25 14:55:24 -04:00
Goober5000 ac16a54bec Merge pull request #6312 from Goober5000/fred_lock_from_editing
add option in FRED to lock objects from being edited
2024-08-26 13:47:39 -04:00
Goober5000 b5acdd607f add option in FRED to lock objects from being edited
Add options to the Edit menu to lock and unlock objects.  Locked objects cannot be selected or dragged.  They can still be edited in the various editors (e.g. Ships, Objects) but not in the main viewing area.

Also add the Selection Lock option to the Edit menu.  It was previously available in the toolbar but this provides another way to access it.
2024-08-22 15:25:30 -04:00
Goober5000 332ccbc2df fix waypoint marking
When the Show Waypoints option is toggled, the marking was not updated as it was for the other options (Show Ships, Show Starts, Show IFFs).  Fix this by calling `correct_marking()`.
2024-08-22 14:23:39 -04:00
Goober5000 3ad0d3713d convert arrival/departure locations to enum classes
To enforce type safety for arrival and departure locations, this converts them to enum classes.  Various casts are added when appropriate to convert between the indexed and enum values.
2024-04-17 15:05:48 -04:00
Goober5000 8b575e7a72 add checkbox to control behavior 2024-03-30 19:27:10 -04:00
Goober5000 30547ff026 check for potential issues in FRED missions
Add a routine to the sexp syntax checker that also checks for potential issues.  These are not definitive errors, but situations that might trip up mission designers.  Currently there is one issue checked: the destruction of a wing that has multiple waves and arrives from a docking bay.
2024-03-30 19:27:05 -04:00
Goober5000 30cabc4174 fix FRED's "new object type" popup
1. Fix the item ID indexing on the popup submenus and make sure they correspond with the ship dropdown menu
2. Remove the "player start" popup menu option as it has very limited utility and was already removed in qtFRED
3. Reduce a bunch of casts by using more appropriate popup menu types
4. Actually place an object in the mission when one is chosen from the popup menu

Also:
1. Remove the `Default_player_model` variable as its use is redundant
2. Remove unused arguments of `create_player()`
2024-02-08 03:26:25 -05:00
Mike Nelson 691ec74406 Mission custom strings (#5544) 2023-11-26 19:15:30 -05:00
Mike Nelson 5bc1200731 Fred cutscene dialog (#5618)
* fred cutscene editor and deprecate alias types

* properly handle right-click delete

* cleanup

* these must be ints also
2023-11-17 11:27:05 -05:00
JohnAFernandez c30559a63a Merge pull request #5698 from Goober5000/waypoints_upgrade
Waypoints upgrade
2023-11-02 19:24:55 -04:00
mjn-mixael 4145717363 Merge branch 'master' into mission_custom_data 2023-11-01 15:50:41 -05:00