Consolidate all the functions which parse lists of data. They're almost the same except for the data itself, so use templates.
As for the templated function which handles the list, boost the robustness by adding additional checking and error messages.
Add FRED comments. These aren't the typical source-code style comments that are embedded in mission or table files; these are regular strings that are stored as mission data. You might think of them as annotations. Right-click on any node in the event tree and click on Edit Comment to add one. The tree node will then show a different icon and the comment will be visible as a tooltip when you mouse over the node text.
These two situations mostly relied on the obsolete model code which didn't include model instances. Data for submodel positions and for whether a submodel is blown off are now stored exclusively in model instances, not the model itself.
This fixes#3124.
For compatibility purposes some mods want alt names to truncate at the hash symbol. But we can't actually do that at mission load,
since we have to save them again in FRED. So this commit processes the names just before the mission starts.
To further complicate things, some mods actually want the hash to be displayed. So this commit introduces the double-hash as an escape sequence for a single hash.
* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........
PR #2718 introduced the Has_display_name flag, but for mission parsing, the parse object flags were cleared subsequent to their assignment. This moves the flag reset earlier in the function.
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
The #2528 fix broke ships destroyed before mission start because their arrival delay was *already* set up (as a bogus timestamp). So this change adds a special exception for that.
There was an AI class validity check for the pilot, but not for turret weapons. This fixes that.
Also, the p_object parameter to this functino was named `objp`, which is misleading because that's usually used for object. I renamed it p_objp.