* 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
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.
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!
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.