This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
This will make it easier to get logs from FSO running in a docker
container since logging to stdout is the easiest solution there.
Also includes some other changes that will make this work better in
Docker containers.
This is a generic way to get matrix data to shaders without using
(old-school) uniforms. This is another step towards more compatibility
with how new APIs (Vulkan) do things to increase the odds for a Vulkan
port at some point.
Three main changes in this PR:
1) The enums for the "easy settings" launcher options are now clearer and more explicit, and the enum assignments for a lot of graphics options are now fixed, as they were incorrect due to code rot.
2) Some of the command-line flags options have been recategorized: -window, -fullscreen_window, -nomotiondebris and -noscalevid are now Gameplay; and -fps is now HUD.
3) Since post-processing is required for nebula fading, it now defaults to on, and the flag has been changed to -no_post_process.
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 commit disables emissive lighting on objects by default (as the new HDR process makes it unnecessary) and switches the -no-emissive commandline parameter to -emissive; Setting that parameter will restore the old behaviour. The -no-emissive parameter is retained to avoid user-facing error messages.
In addition, this commit sets the default bloom value to 25.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
This replaces the previously used defines with inline functions which
fixes a few warnings if the macros were ever used. This also changes
fsspeech.cpp so it is compiled always since it has no dependency on the
underlying speech system.
This changes the pilot reading code to always use JSON files for storing
the pilot data. Old pilots are converted to the new format when FSO
starts and after that point only JSON pilots will be used.
Caching bitmaps between missions is no longer a problem for modern
system and this will improve the default load times when playing more
than one mission.
The initial JSON flags output lacked this information but it is needed
for proper support by the launcher. This adds a new entry in the JSON
structure without changing anything else so it does not require a new
output version.
This changes the model loading code such that all index and vertex data
is packed in a single GPU buffer for each data type (index and vertex
data are still in separate buffers). This reduces the amount of buffer
rebinding needed when rendering a scene which will reduce the CPU
overhead. Furthermore, this opens up possibilities of future
improvements for which it is beneficial if all data is in the same
buffer (e.g. MultiDrawIndirect rendering).
To manage where to put the data in the GPU buffer I implemented a
custom HeapAllocator which manages where data can be put. It uses a very
primitive first-fit algorithm but that is sufficient for this usage
type. This does add quite a lot of overhead while allocating GPU model
data (I did some tracing and some allocation calls took as long as
130ms).
This fixes#1457.
This add a system for adding generic instances of the DynamicSEXP class
to the SEXP system. The only implementation at the moment is the LuaSEXP
which is used by the mn.addSEXP lua API to allow Lua to add new SEXPs.
Since this requires that FRED also runs lua scripts I added a mod table
option to enable scripting in FRED. Since the current scripts are not
built with FRED in mind it would likely break all these scripts if FRED
would be opened with normal scripting enabled.
This fixes#1320.