Commit Graph
107 Commits
Author SHA1 Message Date
JohnAFernandez ecf2dfb8f9 Update Comments for #548 2021-01-03 22:28:18 -05:00
Goober5000 c18b1b63fd another model to model_instance refactor
Remove arc information from bsp_info and move it to submodel_instance.  Add a model instance to each debris chunk to keep track of it.
2020-12-20 14:51:05 -05:00
Goober5000 efe2d8476a 1) it's no longer necessary to call model_clear_instance before collision detection
2) call appropriate functions in collision detection because models might have instances
2020-12-18 13:46:49 -05:00
Goober5000 7c92dd9f7c hoist model_get and model_get_instance out of a bunch of functions 2020-12-16 11:55:31 -05:00
Goober5000 c457f24d67 fix two more crashes 2020-12-15 19:46:12 -05:00
Baezon 76a1b557b9 review tweaks and copy paste errors 2020-11-20 12:02:13 -05:00
Baezon e203426230 missing warp_effect checks 2020-11-20 12:02:13 -05:00
Baezon aa8849f4e5 improved warp collision 2020-11-20 12:02:13 -05:00
Goober5000 b989492ef4 fix debris expiration
Fixes #2834, a bug where non-capital ships did not generate debris pieces from their hull.  It turns out this bug was introduced in #2416.  If the `DoesNotExpire` flag is substituted for the `lifeleft` variable , it should be done in all locations.
2020-10-28 19:35:50 -04:00
Goober5000 d7d986f920 a bit of cleanup, and we only need to run the soft limit check once 2020-08-29 00:28:05 -04:00
Goober5000 eefbc543a0 handle Hull_debris_list for dynamic debris
With dynamic debris, as soon as the Debris vector was reallocated it invalidated the `prev` and `next` pointers.  I figured out how to dispense with the actual list entirely, since we mainly need to know how many hull debris pieces there are and whether an individual piece is on the "list".

This is a follow-up to #2649.
2020-08-29 00:18:39 -04:00
Goober5000 1913d8cde2 add more debris sounds
Sounds for debris collision and explosion.
2020-08-28 12:50:40 -04:00
Goober5000 19922ebf77 put the monitor tracing statements in a better spot 2020-08-27 01:35:02 -04:00
Goober5000 2dec0af410 add code to tell if debris is one of those tiny models
make Debris dynamic, and use a soft limit at 64 pieces (the old MAX)
add per-class specification of death roll sounds
2020-08-12 23:51:39 -04:00
Goober5000 06c6434d44 debris ambient sounds, optional ship sounds, begin collision sounds 2020-08-08 13:49:06 -04:00
Goober5000 f2ea3e24b1 use new script hook API 2020-07-30 12:18:52 -04:00
Goober5000 83d2ac8818 more complete scripting support for debris
Adds a hook for debris creation, and adds DoNotExpire and LifeLeft virtual variables for controlling debris removal.
2020-07-26 22:02:51 -04:00
Fabian Woltermann 1055d026f6 Make sure that large ship debris is correctly markes as not expiring 2020-05-27 18:20:45 +02:00
Fabian Woltermann 9907c98fe2 Fix unintentional behaviour change, add comment about the purpose of the Hull_debris_list 2020-05-26 21:11:55 +02:00
Fabian Woltermann 0c9bbe5223 Fix a bug in the debris deletion code introduced by the lab explosion feature commit. This also makes the debris code use the new flag system to mark debris pieces as nondeleteable instead of relying on a magic lifeleft value. 2020-05-26 16:55:45 +02:00
Fabian Woltermann f4f6e74456 Add new "Actions" window to the lab viewer and add a "Destroy Ship" action to make explosions happen 2020-05-07 21:35:25 +02:00
CasparKielwein b42fc2122a Cleanup in object collide code.
A bit of small cleanups in preparation of larger scale refactoring.

remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
2019-05-01 09:44:19 +02:00
CasparKielwein 969bfd0bdd remove unused functions in debris 2018-12-26 20:40:20 +01:00
asarium 15dc45cc0a Remove -old_collision command line option
The new system has been tested pretty thoroughly so I think it is time
to remove this option.
2018-10-21 18:36:59 +02:00
asarium eeed22b91a Enable misc-unused-parameters
clang-tidy was used for fixing the warnings. It is not clear if this is
actually an improvement so this may still be disabled later.
2018-04-25 11:57:55 +02:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00
asarium 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +02:00
Samuel Cho 347dca5e60 Renamed draw_list to a more descriptive model_draw_list. Removed unlit maps since those aren't needed anymore. Changed transforms in model_draw_list to use the transform_stack instead of using duplicate code. Removed some unused graphics code. Fixed scaling when using batched transforms. 2017-01-02 20:15:37 -08:00
asarium 6922d3ca2c Integrate the existing monitor system into the new tracing system
This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
m!m 22c0255277 Fix a bunch of 64-bit MSVC warnings (#709)
* Fix a bunch of 64-bit warnings

* Fix Linux compilation error

* Fix Mac error

* Fix some issues

* Fix more GCC warnings

* Remote unwanted change

* Remove accidentally readded file

* Fix wrong limit check

* Use BEAM_INDEX macro for getting beam object index

* Fix 32-bit warning

* Use BEAM_INDEX instead of pointer arithmetic
2016-08-09 11:08:54 -07:00
asarium bbeaaa1565 Add a new particle effect system
This is similar to the script I wrote a few years ago but unlike that
one, this solution doesn't kill the performance.
2016-08-04 11:08:39 +02:00
Fabian Woltermann a3c674b1f1 Merge pull request #680 from asarium/cmake_/pr
Move build system to CMake
2016-07-27 15:23:16 +02:00
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00
MageKing17 f7591078b9 Change collisionInfo from an mc_info object to an mc_info* pointer.
This seems preferable to storing an entire mc_info object on every weapon, when the vast majority of projectiles (by the very nature of the fact that they still exist) won't have collided with anything.

On the other hand, I'm not wild about allocating and freeing memory every time a weapon collides with a ship or debris. If anyone has a better solution, I'm all ears.
2016-07-21 14:44:24 -07:00
SamuelCho 1ef7688fa1 Strip out unused rendering code. 2016-07-10 19:29:11 -07:00
Goober5000 c9a45c9fbd come on, Travis, stop halting after a single warning 2016-02-11 01:13:00 -05:00
Goober5000 e302f0e456 convert the rest of the model instance functions to have model_instance_num parameters instead of object parameters 2016-02-10 23:23:44 -05:00
Goober5000 da812f9433 modify the actual function calls 2016-02-06 18:05:33 -05:00
MageKing17 a5b705b2c1 Store debris damage type on the debris object itself.
If the Object that had been assigned to that particular debris's parent wound up getting recycled and used for something else, the code in shiphit.cpp would cause a crash as soon as that debris hit something. This would happen fairly reliably in cluttered missions like BP massive battle.
2016-01-26 23:36:24 -08:00
SamuelCho 0f0f6377d0 Killed the last vestiges of ship_model_start/stop. 2015-12-13 23:51:24 -08:00
The E e0defd287a Renaming vm_vec_crossprod to vm_vec_cross 2015-12-01 20:36:34 +01:00
Goober5000 bd3cd7eb18 Merge pull request #195 from Echelon9/fix/sort-uniq-includes
Review and refactor #include's
2015-08-19 00:05:02 -04:00
Lari Nieminen 1bf86532fe Added $Collision LOD ship table property, for using a LOD for collision detection 2015-08-03 13:20:14 +03:00
Echelon9 f804539a15 Fix: debris/debris.cpp:846:10: warning: declaration of ‘ship_obj’ shadows a global declaration [-Wshadow] 2015-07-06 23:04:25 +10:00
Echelon9 54003a2622 Fix: debris/debris.cpp:850:10: warning: declaration of ‘light’ shadows a global declaration [-Wshadow] 2015-07-06 22:30:50 +10:00
Echelon9 c5493bb480 Scripted sort and uniq on (internal) project includes. Improves search time and as a by product removed a number of duplicative includes. 2015-06-22 20:24:30 +10:00
Swifty c620372357 Soft shadows, deferred lighting, and various major graphics optimizations. 2015-05-02 14:35:37 -07:00
Goober5000 f2d8277452 xt branch: additional optimizations using RAND_MAX_1f
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11121 387891d4-d844-0410-90c0-e4c51a9137d3
2014-10-12 18:22:12 +10:00
The_E 7b0f6b310b Make sure entries in the Debris[] array get cleared properly upon deletion
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10007 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-10 18:28:56 +10:00