Commit Graph
1114 Commits
Author SHA1 Message Date
JohnAFernandez 735e00d839 Fix Missile Syncing Between Server and Client 2021-03-20 06:49:11 -04:00
Asteroth 8b94e58596 Merge pull request #3284 from Baezon/fix-rand-circle-sphere-bias
Fix probability distribution of vm_vec_random_in_circle/sphere
2021-03-19 02:23:31 -04:00
Goober5000 d716433848 Merge pull request #3300 from Baezon/fix-flak-substitute-assert
Fix assert with combining flak and non-flak using substitute
2021-03-17 00:34:14 -04:00
Asteroth 95235b353b Merge pull request #2885 from Baezon/expose-huge-small-targeting
Expose ability to be targeted by 'huge' and 'small only' weapons
2021-03-15 22:32:22 -04:00
Baezon ce1907c52a flak should use normal mflash methods 2021-03-15 18:30:47 -04:00
Asteroth 4b64c43ef8 Merge pull request #3274 from Baezon/shooter-damaging-weapons
Add shooter damaging weapons
2021-03-13 15:03:52 -05:00
Baezon 256a047fab fix rand circle and sphere probability distribution 2021-03-12 16:13:52 -05:00
Baezon 22f7ff3443 fix bias from random_circle/sphere 2021-03-11 03:02:24 -05:00
Goober5000 f025572110 rewrite stuffing of lists
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.
2021-03-10 18:50:12 -05:00
Goober5000 a12a33b189 Merge pull request #3277 from Goober5000/movable_turret_fov_fix
Turrets on movable submodels
2021-03-07 21:29:28 -05:00
Goober5000 d75b0f4b4b additional minor cleanup 2021-03-06 20:03:59 -05:00
Goober5000 01daf25fe9 addendum to u_offset
This improves PR #3257 by updating the frametime after the beam fires, not before, so that the first frame will always be at offset zero
2021-03-05 22:15:55 -05:00
Baezon 0fcfe68164 add self-damaging weapons 2021-03-03 11:08:04 -05:00
Asteroth 897492e228 Merge pull request #3257 from BMagnu/beam_reset_offset
Add flag for beams to track uoffset individually
2021-03-02 03:08:02 -05:00
Birk Magnussen bbc0f08541 Fix Warpout being affected as well. Fix Messages. Fix Init 2021-03-01 13:36:05 +09:00
Goober5000 d4c6c3e145 turret_norm should now be calculated properly 2021-02-28 21:48:15 -05:00
Birk Magnussen 335f2476f9 Added flag to select the warp effect type of lssm's 2021-03-01 00:06:15 +09:00
Birk Magnussen b4791b3b10 Add flag for beams to track uoffset individually 2021-02-28 14:40:25 +09:00
Baezon 772eaa634a properly initialize texture stretch 2021-02-27 13:41:24 -05:00
JohnAFernandez a22f44ce01 Merge pull request #3187 from Baezon/swarm-cleanup
Give swarm missile handling a well-deserved makeover
2021-02-27 00:01:58 -05:00
Baezon e3acb2c56b ai fighter support 2021-02-25 23:45:42 -05:00
Baezon 789f78aefd Merge remote-tracking branch 'upstream/master' into expose-huge-small-targeting 2021-02-25 23:36:59 -05:00
Baezon ec323a3960 combine flags 2021-02-25 23:15:29 -05:00
JohnAFernandez 55b8f3f642 More cleanup and Int3() refactors (#2744)
* Clean Up ai_attack_object()

There was an unused parameter, and no one has added subsystem targeting (at least to this function) in the past 20 years, so it's time to remove it and make it more readable.  Probably better to adjust that behavior somewhere else anyway.

Also changes an Int3() into

* More Int3 cleaning

Refactor a few Int3()'s in the AI code

* Feedback on is_ignore_object_sub

* Feedback, remove duplicate check, add documentation to preserve why it was there
2021-02-23 19:51:43 -05:00
asarium 8f88801646 Add dynamic action programming system
This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
2021-02-21 21:29:02 +01:00
Asteroth 616e6a9bc0 Merge pull request #3180 from Baezon/split-collision-light-width
Split beam width for collision purposes and lighting purposes
2021-02-13 02:15:17 -05:00
Baezon ec274d58db clang-tidy 2021-02-10 21:49:49 -05:00
Baezon 6357c2a856 clang tidy 2021-02-07 23:40:14 -05:00
Baezon 24947b64d7 split light and collision width 2021-02-06 22:00:45 -05:00
wookieejedi ede8c6a172 Merge pull request #3197 from wookieejedi/expose-countermeasure-firewait
Expose Additional Countermeasure Options to Modders
2021-02-06 00:08:36 -05:00
wookieejedi c831235cd3 add warnings 2021-02-05 11:39:50 -05:00
wookieejedi de17df207a specify values for AI and use multipliers for fail and succeed 2021-02-04 22:38:06 -05:00
wookieejedi e01bd28e79 Expose Additional Countermeasure Options to Modders
This PR provides modders with additional options to alter countermeasure values. Previously, countermeasures had a fixed, hardcoded fire wait time of 333 milliseconds, regardless of what `$Fire Wait:` was specified. Also, the AI would wait a fixed delay between firing of failed countermeasure launches and successful countermeasure launches. For successful launches the AI would double the fire wait. Also, Friendly ships would only use a fixed constant value for countermeasure firing chance, and not the value based on their class specific AI profile.

This PR exposes those values with the following options:
•	Add main AI table flag: `Friendly Ships Use AI Profile Countermeasures Firing Chance`. This will allow Friendly ships to use their AI class profile countermeasure firing chance instead of the default fixed value from main AI table.
•	Add value in CM section of weapons table: Countermeasures use fire wait time `+Use Fire Wait`. This is a boolean that allows the countermeasure’s fire wait to actually use what is specified in the `$Fire Wait:` section of that weapon.
•	Add value in CM section weapons table: `+Fail Delay Equals Fire Wait`. The delay between failed countermeasure launches is set to use the fire wait value.
•	Add value in CM section weapons table: `+Successful Launch Delay Multiplier`. This allows modders to set the value that is multiplied to fire wait for successful countermeasure launches.
2021-02-04 13:12:02 -05:00
Asteroth 994e42a27d Merge pull request #3175 from Baezon/trail-decay-exponent
Non-linear Trail decay and Texture stretch
2021-02-04 12:09:22 -05:00
Baezon 6414172898 Merge remote-tracking branch 'upstream/master' into homing-primaries 2021-02-02 21:15:05 -05:00
Asteroth 1d131403d5 Merge pull request #3176 from Baezon/damage-incidence-angle
Angle-based damage multiplier
2021-02-01 20:54:20 -05:00
Baezon e7cab7cb42 clang-tidy dont hurt me no mo 2021-02-01 14:24:44 -05:00
Baezon 7b2c8304ff typo 2021-02-01 13:25:44 -05:00
Baezon 9b7cc77b55 revert multi compatability :( 2021-01-31 13:11:27 -05:00
Baezon d3355b0783 experimental multi compatability 2021-01-31 12:29:25 -05:00
Asteroth f1ff6ebf55 Merge pull request #2870 from Baezon/armor-types-beam-weapon
Use armor/damage types for beam-weapon damage
2021-01-30 02:33:13 -05:00
wookieejedi 213d20f7ef Merge pull request #3177 from Baezon/better-missile-avoid
Improved missile avoidance
2021-01-29 22:47:01 -05:00
Asteroth e0dd807bb4 Merge pull request #3145 from EatThePath/fix-type-d-beam-pulse-lighting
Stop including tube lights between anti-fighter beam pulses
2021-01-29 00:39:27 -05:00
Baezon 888c14aeaf flip max and min 2021-01-28 23:45:06 -05:00
Baezon 055784dcff clean up swarm missiles 2021-01-28 22:33:01 -05:00
Baezon 0c0a9e4f26 typo 2021-01-28 20:24:54 -05:00
Asteroth d1f0f5002f Merge pull request #2775 from Baezon/burst-seed
Implement Beam Flags and some adjustments to burst handling
2021-01-28 11:51:30 -05:00
Baezon d3d016602d rename beam_flags -> beam_info_flags 2021-01-28 02:46:40 -05:00
Baezon 7515422979 clarity parentheses 2021-01-27 20:14:33 -05:00
Baezon eb1d748907 safety 2021-01-27 17:25:28 -05:00