Commit Graph
99 Commits
Author SHA1 Message Date
Strygon 3ab9f85a7a ditto 2021-03-17 17:50:19 +01:00
Strygon 45db675c35 Renaming the bool 2021-03-17 17:49:43 +01:00
Strygon 5b01a68352 Adding a few forgotten parts of the ChaseViewDefault code 2021-03-17 17:39:27 +01:00
Strygon 6598c25fda Adding support for Chase View flag 2021-03-17 17:35:39 +01:00
Goober5000 f3bca4384f additional case functions and checks
This refactors the tolower/toupper code to use standards-conformant logic, and also adds some helpful utility functions.  Regular tolower/toupper must be supplied a value that can be represented as `unsigned char`, but the std:: functions are a bit more robust.
2021-02-18 04:23:08 -05:00
Phantom Hoover 83df3a003c Turn framerate-independent turning on by default 2020-12-04 17:38:09 +00:00
Baezon 01d2657532 v1 2020-10-09 23:00:21 -04:00
Baezon cf270771f0 re enable muzzle flashes flag 2020-09-25 13:59:15 -04:00
Baezon b7ceb29be9 clarity comments 2020-09-24 01:00:21 -04:00
Baezon 58ce531ec6 v1
V2
2020-09-24 01:00:21 -04:00
wookieejedi 65bf014693 and another syntax fix... 2020-09-23 16:36:21 -04:00
wookieejedi 13325ef81a one more cleanup 2020-09-23 16:24:57 -04:00
wookieejedi 74b3374fe6 fix syntax issue 2020-09-23 16:00:18 -04:00
wookieejedi 984ee93d75 Expose Weapons SS Damage Threshold for Turret Inaccuracy
This PR adds a table entry that allows modders to specify the damage threshold for when turrents become less accurate due to weapon subsystem damage. A Game table setting is easier to set once and tune, thus this PR allows that efficent exposure to the modder and does not require a large change or complex table entry.
2020-09-23 15:25:16 -04:00
JohnAFernandez 6ba811ec6c Fix 2526 and Add Two Game_setting.tbl flags
Fixes 2526 by making the array a vector and also adds a Shockwaves always damage bombs game_setting.tbl setting and a Shockwaves_consistently_apply_damage game_settings.tbl setting.  The second one keeps bombs and asteroids from being hit more than once by shockwaves, like ships do!
2020-09-01 01:47:33 -04:00
Goober5000 fc786b0473 Merge branch 'master' into swamers-lead 2020-08-21 22:50:25 -04:00
Tyler Blount c3c323acd6 Revert "Revert "Update DDS Utilities to DX10 Standard"" 2020-08-15 14:13:11 -06:00
Tyler Blount 5779117e30 Revert "Update DDS Utilities to DX10 Standard" 2020-08-15 12:52:25 -06:00
Tyler Blount 376e67b9ce Fix CI errors 2020-08-14 15:30:06 -06:00
Tyler Blount ccb6bdc08d Make capability system outputs user friendly 2020-08-14 13:15:47 -06:00
Tyler Blount d35199e5bb Add system for checking mod required rendering features 2020-08-14 11:58:38 -06:00
Goober5000 c9fcbb10da Merge branch 'master' into swamers-lead 2020-08-09 13:53:07 -04:00
Baezon f6603514b1 default value 2020-07-31 23:01:00 -04:00
Baezon 4ef217121e flag 2020-07-30 21:23:37 -04:00
Baezon 8bd033705f swarmers lead targets 2020-07-21 14:48:24 -04:00
Goober5000 d26a12464c clean up handling of translated vs. untranslated English
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 `$Use tabled strings for the default language` is enabled in game_settings.tbl.
2020-05-14 19:19:52 -04:00
asarium 7029e4a10f Add compile time option to enable logging in release builds
This mostly meant for special docker standalone server builds where it
might be useful to have full release performance but also have the logs
available if necessary. This now always compiles the log statements but
enables or disables them with a constexpr so they should not appear in
actual release binaries.
2020-02-24 18:54:55 +01:00
wookieejedi 539cad66e7 change placement and add reset values 2020-01-20 12:31:18 -05:00
wookieejedi 8a36fc138c Allows Modders to Actually Use Engine Wash Intensity
Previously, Engine Wash Intensity didn't actually do anything in the code. This adds a game table setting that let's modders specify to the game to actually take the intensity value into account when calculating engine wash effects.
2020-01-19 16:54:58 -05:00
MageKing17 440162ab24 Use a float multiplier instead of a boolean.
Also, I forgot to initialize the variable in mod_table_reset() before.
2019-12-16 21:43:21 -08:00
MageKing17 c9e38fedd2 Make Dinky Shockwaves not dinky by default.
Adds a new mod table option "$Default Dinky Shockwaves:" that toggles the behavior. See issue #774 for more information.
2019-12-16 17:46:27 -08:00
asarium fe0c6a629a Do not allow failure for Windows Travis builds anymore 2019-08-22 17:36:28 +02:00
wookieejedi c4a7e9694f Fix error message vars 2019-06-22 20:50:29 -04:00
wookieejedi 2db1758ec2 Use stuff_int_list
Incorporate m!m feedback
2019-06-22 17:59:59 -04:00
wookieejedi cff070dc07 Update to using tuples and error checks
Incorporates m!m's feedback.
2019-06-22 16:07:55 -04:00
wookieejedi 7b3ad77f36 Adds Table Option to Modify Arc Colors
This PR adds a table entry that allows modders to specify the RGBI values for the damage and emp arc colors (which were previosuly hardcoded).

This option adds the table entry to `Game_settings.tbl` under `#Graphic Settings` with the lines:
```
$EMP Arc Color:
	+Primary Color Option 1: rgb
	+Primary Color Option 2: rgb
	+Secondary Color Option 1: rgb

$Damage Arc Color:
	+Primary Color Option 1: rgb
	+Primary Color Option 2: rgb
	+Secondary Color Option 1: rgb
```
2019-06-21 14:58:05 -04:00
asarium ad1ede7b74 Add new options system
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.
2019-03-02 14:02:21 +01:00
asarium 5c07d181ad Test Windows compilation with Travis CI
Travis CI recently added support for running builds in Windows. This
adds support for testing compilation on Windows using that feature.

The newer version of Visual Studio and MinGW required some code changes
and an update of Google Test which is included in this commit.
2018-10-20 23:44:10 +02:00
TRBlount 4c7b7a0fef Make player warpout settings customizable 2018-09-30 11:31:41 -06:00
Goober5000 6385bf73be we should not only match without regard to file extension but also without regard to letter case -- and do this for campaigns as well 2018-08-18 15:20:04 -04:00
Goober5000 e6f1332980 add game_settings feature to ignore single missions 2018-08-17 18:32:58 -04:00
asarium ba5fcb971a Format changes with clang-format 2018-07-15 18:10:40 +02:00
asarium a34ca578ba Add a lua loader that uses the CFile system
This allows to use the built-in lua "require" function with our file
system. This will help organize complicated scripts and it will also
allow to use libraries which were designed for this system.

To enable this change, this includes a new mechanism which allows to
load scripts from the default file system so that the files don't need
to be included in every mod. The default files can be overridden by a
mod if a special mod-table option has been set, similar to how external
shaders are handled right now.
2018-07-15 18:10:40 +02:00
Frans Elliott 8f4d2a27db Added a mod_table option that can enable/disable whether weapon shockwaves will respect the huge and supercap ship flags. The option is disabled by default to mirror retail behavior. 2018-07-12 19:17:31 -05:00
asarium 1dc2e848cd Add option for disabling built-in translations 2018-06-04 11:56:45 +02:00
asarium 09abbe1789 Add new bmpman slot management system
This changes how the bitmap slots are managed by the bmpman system.
Instead of allocating a fixed-size array when the game starts this will
manage multiple "blocks" of bitmap slots. When the engine runs out of
slots in the already allocated blocks it simply creates a new block and
allocates the new slot in that.

This removed the hard limit on how many bitmaps can be loaded at the
same time and should fix issues encountered by mods which use a lot of
bitmap slots (I'm looking at you Spoon).

This implements the idea described in #1503.
2018-05-28 09:51:15 +02:00
asarium 25357ce8a2 Allow mods to specify the window icon
This is mostly intended for total conversions to allow them to set
themselves apart from FS2 based mods. It uses the new in-memory
filesystem to support a default icon in case no icon was specified by
the mod.
2018-02-24 18:08:41 +01:00
asarium f780d9e22a Add ability to dynamically add new SEXPs at runtime
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.
2017-12-20 10:45:40 +01:00
asarium 6da5302d34 Add localized subtitle support to the video player
This adds support for displaying subtitles embedded in movie files. This
supports files with multiple subtitle streams where each stream contains
the subtitles for one language. When the movie file is opened, the
stream for the currently active language will be used and displayed.

This resolves one of the points mentioned in #1522.

This also depends on PR #1484.
2017-12-05 12:04:13 +01:00
asarium 43e540cc4c Add true Unicode support
This adds proper Unicode support by allowing the parse system to read
UTF-8 encoded files. The new mode is controlled by a mod option which
allows older mods to continue using the legacy text encoding.

That option changes the behavior of several systems in FSO. It disallows
the usage of Volition fonts since they don't support Unicode encoding
and changes a few usages of special characters to their unicode
counterparts of generic rendering solutions.

This fixes #1415.
2017-11-30 13:26:20 +01:00