Commit Graph
199 Commits
Author SHA1 Message Date
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
JohnAFernandez f21b1a7ace Multiplayer Resimulation for Client Fired Linear Weapons (Rollback) (#2788)
* Multiplayer Dumbfire Rollback

This creates a packet that sends the relative position and orientation info for a primary or dumbfire missle shot.  The client creates this packet when firing those two types of weapons and sends it to the server.  The server goes back to the frame that the client fired the weapon and quicky resimulates all the frames in-between.

This includes collision detection, restoring positions, orientations and veloicties, but not subsystem orientations.

* Address Feedback

* allow clients to send subsystem info

* Check for object number not weapon number

* Readability Adjustment
2020-11-03 22:56:25 -05:00
Baezon 82b8f1726e travis cleanliness appeasement 2020-09-24 01:00:21 -04:00
Baezon 7accd387a3 v2 2020-09-24 01:00:21 -04:00
Baezon 58ce531ec6 v1
V2
2020-09-24 01:00:21 -04:00
Baezon 303ee3fca1 const objp for object_get_model 2020-09-04 22:29:31 -04:00
JohnAFernandez 8bad12d8a2 Fix Two Multi Crash Points 2020-09-01 21:01:35 -04:00
m!m 382f2bdcd2 Merge pull request #2678 from asarium/lua/betterHookVars
Improve scripting hook variable system
2020-08-29 14:20:11 +02:00
asarium 2303785717 Improve scripting hook variable system
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
2020-08-29 10:27:41 +02:00
Fabian Woltermann b01c6d2a82 Weapons fired from turrets have their group_id set to -1 by default and thus would never actually cast any lights 2020-08-29 09:05:08 +02:00
JohnAFernandez 9383510388 Multilock Patch 2020-07-28 21:50:55 -04:00
Swifty 32c38e696d Initial commit of multilock missile features. 2020-07-26 18:38:56 -06:00
JohnAFernandez b7d7ebe6cf Allow Team Leaders to Send Messages and use ship registry to look up the team and slot
Team Leader function was returning 0 instead of 1 when the team captain was messaging AI.

This optimizes, cleans up, and gets rid of edge-case buggy behaviour.  Thank you ship_registry!
2020-07-17 22:44:24 -04:00
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
asarium 0649f9abaa Clear object events when Lua state is shut down
Since the Lua state is destroyed before all the object events, this was
causing issues. This should fix that by clearing the events when the lua
state is destroyed.
2019-10-22 18:09:57 +02:00
CasparKielwein 271d3f97bd remove unused functions obj_add_pair and obj_add_pairs in object code.
These functions where not used anymore and probably made redundant
by swifties changes to the collision system in 2012.
2019-05-04 11:30:54 +02:00
Goober5000 8aa2d0e212 a bit of minor housekeeping 2019-03-03 15:02:47 -05:00
CasparKielwein e622d81e89 remove unused functions and defines in object/code 2018-12-29 16:45:47 +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 8f4d51b14a Convert ade_get_args to variadic template based solution
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
2018-09-26 19:15:42 +02:00
Fabian Woltermann 7da41c32e3 Merge pull request #1267 from asarium/feature/jsonPilotReading
Add JSON pilot reading implementation
2018-09-18 10:26:07 +02:00
asarium e9f4c1618e Add unit tests for validating pilot loading 2018-09-17 19:22:50 +02:00
Goober5000 f0b99e24ff add additional parameters to warp-effect
The warp-effect SEXP can now specify other animations from fireball.tbl that are not necessarily the standard or Knossos animations.  Additionally, the SEXP can now specify the duration for the opening and closing of the warp effect.
2018-09-15 23:30:17 -04:00
asarium 3cd2c40331 Clear objects on game close 2018-07-23 19:21:16 +02:00
asarium 9651e7dca6 Add more generic scripting callback system
The current scripting hook is pretty simple and straight forward but it
makes a couple of scripting applications harder to implement than
needed.

For example, a lot of scripts need to do some work every frame
for all or some objects. The script needs to manage an internal list of
all the objects that are affected by that list which includes removing
invalid objects to conserve resources. This effectively mirrors what the
engine already does and adds unnecessary overhead.

In these changes I added a generic event system which can be used by any
part of the code for providing callbacks when a specific event occurs.
As an example, I added hooks for the pre- and post-move events to the
object class which are called before and after physics are applied to an
object.

I integrated that feature into the scripting system so now a script can
simply register a function as a callback which will be called whenever
the target event is executed.
2018-07-02 22:56:45 +02:00
m!m 2e213d5c97 Merge pull request #1659 from The-E/fix/1653
Delete all objects on mission end (Fix for #1653)
2018-06-17 12:14:22 +02:00
Fabian Woltermann 61c533559b Removes an assert in object.cpp that was commented out and sets the number of retail stars to 0 when resetting the background in the lab 2018-06-02 11:58:01 +02:00
asarium e28ebc2a6c Enable and fix misc-suspicious-string-compare check 2018-04-25 11:13:19 +02:00
Fabian Woltermann 758ca86f6f And fix the other one too 2018-03-16 20:10:21 +01:00
Fabian Woltermann 6406e2fbd4 fix variable conversion warning 2018-03-16 15:53:19 +01:00
Fabian Woltermann 18c2dbbde9 WIP fix for #1653.
This adds a step to the post-mission cleanup where we explicitly go through Objects and call obj_delete on everything not already deleted; this obviously needs testing.

Also a few cleanup steps in lab_init to make sure the lab isn't contaminated by leftover data from previously played missions.
2018-03-16 12:59:43 +01:00
Fabian Woltermann dd2074d91d Reworks the lighting settings according to the discussion in #1634.
This fixes #1634
2018-03-10 08:15:59 +01:00
asarium cdd391caa8 Move light handling out of OpenGL code
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
2017-09-10 11:48:38 +02:00
MageKing17 addc3ef383 Allow countermeasures to pulse at regular intervals instead of globally.
Adds a new "+Pulse Interval:" countermeasure field that enables the new behavior; all countermeasures that don't have this field defined still use the old behavior of the global frame counter.

This changes countermeasure logic quite a bit, but I attempted to mitigate performance implications by re-using an existing traversal of the object list in order to build the list of active countermeasures each frame. If any countermeasures are actively pulsing in a frame, the object list is traversed again, looking for homing weapons. Each homing weapon then goes through the active countermeasure list and checks to see if it got decoyed. Most of this central logic is unchanged from the old behavior, although no longer separated into two functions, and it should be more efficient since it's using a prepared list of active countermeasures instead of traversing the object list looking for countermeasures for every homing missile (which are themselves found by traversing the object list).
2017-08-23 03:39:48 -07:00
asarium bd4b845290 Fix "On Object Render" behavior regression
This regression was introduced with the new model draw list which separates
collecting the drawing information and actually drawing the objects.

Previously, the scripting hook was always executed and the override
condition was used to determine if the normal rendering should happen.
Since 3.7.4, the scripting code is only executed if the condition was
overridden by Lua and if that override is active then the model isn't
rendered at all.

This executes the scripting hook in all cases and then checks if the
scripting system specified if rendering of that object should be
skipped. This introduces some slight changes in behavior since, when the
scripting hook is executed, the object isn't actually being rendered but
instead it's added to the draw list. IMO, that is not a major issue for
any existing application or else we would have heard about that until
now.

This fixes Mantis 3175.
2017-02-14 20:11:04 +01:00
asarium f87a72bc15 Fix negative array index
If there was only one object and that got deleted the code that keeps
track of the highest object index would cause a negativ array index. I
added a check to make sure that the index was positive but that still
means that Highest_object_index will be negativ after that function
returns. I looked at the usages of the value and that value seems to be
fine with that code so I think this should be safe.
2017-02-07 19:55:27 +01:00
Samuel Cho 3e0fbbbd90 Merge pull request #1113 from asarium/feature/screenTracing
Add previous on-screen profiling readout again
2017-01-06 12:31:07 -08:00
asarium 4a9f1a2d56 Fix the rest of the string conversion warnings 2017-01-05 00:15:01 +01:00
asarium 599e24cf91 Remove unneeded tracing scope 2017-01-04 12:41:32 +01:00
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
m!m e07f3a41cb Merge pull request #539 from z64555/cleanup/shield_refactor
Cleanup/shield refactor
2016-11-27 21:46:26 +01:00
z64555 b0d9c53688 Remove duplicate function get_max_shield_quad() 2016-11-25 15:07:37 -06:00
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00
niffiwan bf21913708 Updates to max shield recharge fix
Use a helper function in appropriate places, add comments where not
Avoid a potential div/0 & add Assertion to shield_get_max_strength
2016-10-16 16:31:11 +10:00
asarium 6dbf200cc3 Move lua to scripting folder 2016-10-03 21:38:29 +02:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
asarium 1a212868a0 Add support for outputting profiling data as JSON
This output is compatible with the Chromium tracing viewer which
provides a very nice visual overview of what FSO does in a frame.
2016-08-29 20:18:51 +02:00
SamuelCho ba826df963 Removed a bunch of unused rendering code. 2016-08-28 18:47:34 -07:00
asarium 173041e03a Remove is_minimum_GLSL_version()
Since OpenGL Core is required now that function would always return true
so it can be removed.
2016-08-26 22:16:30 +02:00