This is an actual edge case bug. If no countermeasure was set, and then one was set, there might be a garbage timestamp set that would give an incorrect countermeasure delay on next use.
A mission in Mantle caused an invalid vector access when checking whether to vaporize a ship whose ship type was -1. Turns out having "no type" is actually allowed, so I audited all `class_type` accesses throughout the code for potential -1 accesses. Most were properly checked but a few were not. A few others needed to be tweaked.
(I suspect this is something that would be on the Coverity list if it isn't already.)
Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships.
There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
Remove a whole bunch of ad-hoc code piled on top of the retail weapon cycling behavior, then replace it with a robust algorithm that takes all relevant attributes into account.
Fixes#5529.
Subsystem hitpoints are calculated as a percentage of the ship's hull strength as they are parsed. If a modular table modifies the ship's hull strength, the subsystems are not modified at the same time. This can lead to unreasonably large or small subsystem hitpoint values, as recently seen in the 1.3.0 version of Cardinal Spear.
This PR adds an option to defer hitpoint calculation until after parsing so that the subsystem is a percentage of the correct hull strength. Since this may affect the balance of existing mods, it is off by default unless the build targets 24.0 or later.
This also removes the long-unused `hull_percentage_of_hits` check and adds several log statements for significant options in game_settings.tbl.
The retail warp range multiplier can yield ridiculous results, like an Elysium warp being audible over 9000 meters away. So allow the multiplier to be set via ship type.
If consecutive red-alert missions have different numbers of ships in a wing, then calculating the number of waves will not be correct. This necessitates the addition of wing status to the stored data for red-alert sequences.
Not only must wing data be stored in `Red_alert_wing_status`, but also in the CSG file. This necessitates a version bump. Fortunately, the current design of CSG files allows extra data to be added to a section without breaking old builds, since the CSG loader will just skip over the unrecognized data.
This also renames `red_alert_wingman_status` to `red_alert_ship_status` since it's not limited to wingmen, as well as fixing the omission of exited ships if they are in the player's wing but don't have the red-alert-carry flag.
Fixes#5637. Follow-up to #4457 and #5609.
For certain calculations involving armor, the `GetDamage` function needs to know if the damage is being applied by a beam so it can apply the calculations with the proper frametime. The parameter was not provided in all cases, so this fixes that.
Follow-up to #1609.
Supercaps use a physics flag on warpin that makes them slow down faster than they would under the normal physics code. This adds that flag as an option for custom warp parameters.
Since flags are not yet parsed when warp parameters are parsed, the code needs to skip ahead and peek at the flags in the same way as the weapon override.
See title. There were some cascade effects, but the changes are mostly contained to the model code. The calls to `gr_render_model` and `g3_render_primitives` use `const_cast` because constifying that API would require a whole other PR.
#5328 added a very useful culling for particles created by specific particle effects (ie weapons, now beams), though in an effort to simplify the culling process, that PR removed the necessary culling of default smoke on ships. This PR restores the culling of default smoke while also keeping the new culling of particle specific effects. Tested and works as expected, including fixing the slowdowns caused by the aforementioned removal of smoke effect culls.
* Fix max Z speed when using ETS and engine damage tracking
Follow up for #5137 and #5292. This engine strength check thus needs to be added to all instances where `max_vel.xyz.z` is updated, so a function was created and added in respective locations. Fixes#5367.
* cleanup and adding validity assertations
* cleanup outdated comments
* might as well make the cleanup look nice
* update to account for more edge cases
* cleanup
This allows warp parameters to be specified in species_defs.tbl, rather than requiring them to be specified for each ship in ships.tbl. Since this introduces a cyclic dependency between species_defs.tbl and sounds.tbl, the parsing of sounds.tbl is broken into two stages.
Implements request from #5283.
* Add "no-first-wave-message" wing flag
For when you want custom dialogue for the first wave, and automatic announcements for the rest.
* Fix FRED macro name