Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved. This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.
This removes an unnecessary look_at field as well.
* Fix underline length calculation in message scrollback
* Use SCP_string for message source (which allows ships with long display names to work without crashing) and message text
* Upgrade assorted functions to work with SCP_string
Admiral Nelson led me to discover that the HUD gauges expected "right" or no string at all for the gauge alignment. I added basic recognition of LEFT and RIGHT alignment. Someone more familiar with the HUD than me can flesh it out more.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
Retail has a hud_find_target_distance function that returns the distance between the player position and a bounding box. This is useful for the HUD because it shows the distance to the perimeter of an object like a jump node or a large ship. However, this function was re-used for the `distance` SEXP, resulting in the awkward situation where the distance is measured from one ship's center to another ship's bounding box. This can lead to unexpected results and it also means that the SEXP returns a different distance when the arguments are swapped.
This PR deprecates the original SEXP and introduces the new SEXPs `center-distance` and `bbox-distance` which use consistent methods for both ships. It also renames the `distance-ship-subystem` SEXP to `center-distance-subsystem` and adds a new `bbox-distance-subsystem` SEXP.
Weapon names with a `#` should not display text after that `#` in the HUD. For the most part this works, but there were a few cases this didn't (such as primaries using the weapon name). This PR fixes two spots that fell between the cracks.
Every g3_start_frame must have a matching g3_end_frame. Thus, a return
in the middle of a function after an opening g3_start_frame must make
sure to call g3_end_frame before it leaves to avoid a dangling frame
context.
As described in the bug report at
https://github.com/scp-fs2open/fs2open.github.com/issues/1827
a floating point rounding issue could be the trigger for the problem.
Removed a lot of unused functions.
This is mostly a cleanup of a prior refactoring.
There where a lot of unimplemented functions remaining from renaming.
Removed several outcommented parts of code.
This adds a mission file option for ships which allows specifying a
different string which should be used for displaying the name of the
ship to the user. This name will not be used in SEXPs or other ship
lookup functions so it can be freely translated and two ships can also
have the same display name.
The new feature can be used by adding $Display name: <string> after $Name
for a ship in a mission file. I think I added proper support for FRED
(and qtFRED) so that this new value is properly saved but it would be
great if someone could test that.
This implements one of the features requested in #1730.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
This adds support for rendering models using thick lines (that means
lines wider than 1 pixel) which is required by the hardpoint HUD gauge.
This feature was present before the switch to OpenGL code and had to be
removed since the core profile does not support rendering lines wider
than 1 pixel.
This uses a geometry shader for converting all the triangles from a
model to 3 quads along the triangle lines which are as thick as set by
the model renderer. Geometry shaders are quite slow if they generate a
lot of geometry (and this generates 4 times the usual amount of geometry
in the shader) so it's probably not a very fast rendering operation but
it is only needed once per frame so it shouldn't be too bad.
I also added support for the RenderDoc API since I needed that for
debugging and it might be useful in the future. It will only become
active if RenderDoc is actually attached to the process so in most cases
the new code will do nothing.
I also fixed a few issues where the internal char array was used as a
mutable string which changed the string after it was parsed which is not
good(TM).
This also replaces all user-facing occurences of usages of name to use
the new function so that the correct, possibly translated, name is displayed
to the user.
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.
The previous fix to the weapon orientation failed to account for the
change from local to global space for the weapon position. This fixes
that by rotating the model positions to world space before submitting
the render call.
This fixes#1647.
There were actually multiple issues here. The addition of color mask and
stencil state to the material system overwrote the state set by the
hardpoint renderer so the stencil buffer was never written or read
correctly. I fixed this by introducing three new model render flags
(there were a few open slots in the bit mask so I used those) which set
the correct state using the material system. That also makes setting up
the rendering environment much easier.
Second, gr_opengl_stencil_set used mixed up parameter values which were
probably broken when I introduced more detailed stencil state tracking.
I restored those values to how they were in 3.8.
This fixes the other issue reported in #1640.
The code previously used the matrix stack for handling the orientation
or the weapon models. That is no longer supported by the model renderer
(since it would make handling the transforms harder for no real reason).
I fixed the issue by passing the object orientation directory to the
model render function.
This is a fix for one of the problems mentioned in #1640.