* Add a divide by zero check
For coverity 1107324. Keeps framecount from dividing by zero in very rare circumstances.
* Add a clarifying comment
This marks isNaturalNumberFactor() so that we know it is the best way to get whether a number is a natural number.
Modulo division is slower and gives the same results.
* Spoiled by Rust
* Fixup HUD for slewing
* Fix Training Message box
* Lead indicator slew
* Fix HUD Message Head
* Correctly render messages
* Fix HUD offset handling
* HUD offset never makes any sense
* Cleanup offset code
* Remove unused parameter
* Fix Talking Head in RTT mode
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.
Because time compression adjusts the raw timestamp to be 0, it must use the exact value, not the snapshotted value, or the mission time will be slightly off. So this commit fixes that problem, as well as making sure that changes in time compression always occur at the start of a frame.
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function. Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame. It is desirable to keep them all in sync.
This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame. This only affects simulation timestamps; real-time timestamps still use the live timer.
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.
* Revert "synchronize simulation timestamps across the entire frame"
* try a proper fix instead of revert
* make sure nothing is reverted
* and back to full revert
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function. Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame. It is desirable to keep them all in sync.
This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame. This only affects simulation timestamps; real-time timestamps still use the live timer.
Since older builds of FRED parse the mission version as a float, the version can contain a maximum of one decimal point. These changes allow FRED and FSO to disregard the build number when loading, saving, or comparing versions.
There is also a small fix to qtfred's saving of the author field.
This finally enables the `$Version:` field in FreeSpace missions, which has been present ever since the beginning of FS1's development but has never been used for its intended purpose. This field now stores the version of FSO that is required to run the mission. If the version of the engine is not sufficient to run the version of the mission, then a) the mission is hidden from the mission listing, or b) a friendly notification is displayed if the mission is loaded anyway (for example, through a campaign). Furthermore, FRED will notify the user if the mission's version is migrated from any version other than the legacy 0.10.
It will be the responsibility of coders who modify the mission format to also update the `MISSION_VERSION` constant with the appropriate major/minor/build/revision of the format change.
This is another case of a bug introduced by a bugfix, in this case #3885. The original bug inadvertently made sun glare work in most cases where it was supposed to.
This commit removes the check for lightshafts when drawing the sun glare. Since sun glare can be drawn regardless of whether lightshafts are enabled, the only thing that matters is to check that the view is not shadowed.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
* Add imgui
* migrate render options
* remove wmcgui
* Add subsystem selection and highlighting
* Add a syntactic sugar extension for imgui
* don't rebuild the mission list every frame
* Add imgui_sugar extension
* Move helper functions out of lab_ui, add function to display consolidated table text for object
* add button to export cubemap
* fix entering and exiting the lab
* refactor some of this for greater cleanness
* use techroom lighting when no mission background is set
* minor things
* add imguizmo
* add imguizmo
* Add imgui
* migrate render options
* remove wmcgui
* Add subsystem selection and highlighting
* Add a syntactic sugar extension for imgui
* don't rebuild the mission list every frame
* Move helper functions out of lab_ui, add function to display consolidated table text for object
* add button to export cubemap
* fix entering and exiting the lab
* refactor some of this for greater cleanness
* minor things
* add imguizmo
* add imguizmo
* Add button to reset changes made in the render dialog
* refactoring
* unfuck rebase
* fix issue with loose mission files
* use with_CollapsingHeader for greater uniformity
* add weapon selection functionality
* make primaries and secondaries fire again
* implement animation triggers
* avoid crash when switching back and forth between ships with and without team colors
* add control to set team color setting to renderer texture dialog
* make sure the table text updates when the ship class changes
* let rotating subsystems rotate
* do not add imgui.h to pstypes
* code cleanup
* add subsys highlighter from fred
* Highlight non-modelled subsystems as well
* add cmdline flag to show the imgui demo dialogue
* fix compiler warnings reported by CI
* fix error when building the subsystem list
* refactor variable/method naming
* code cleanup
* remove vestigial code
* update to imgui 1.89.1
* add credits entry for imgui
* use the imgui namespace
* Separate the background dialog out into its own window
* make sure the subsystem highlights are placed correctly
Co-authored-by: Fabian Woltermann <[email protected]>
Several items here:
1. Patches several category and subcategory validation checks (comparisons to -1 rather than _NONE) that were missed in #4965.
2. Adds sanity checks to both built-in operators and scripted sexps to ensure categories and subcategories are consistent.
3. Deconflicts several built-in sexps that had inconsistent categories.
The inconsistent operators were:
* script-eval-string
* set-wing-formation
* get-ets-value
* turret-get-primary-ammo
* turret-get-secondary-ammo
* get-fov
Follow-up to #4965 and #4995.