Commit Graph
187 Commits
Author SHA1 Message Date
Goober5000 5f5d210a9b minor cleanup of turret names
Small follow-up to #4313 based on review comments that were 2 minutes too late.
2022-05-28 16:07:36 -04:00
The Force cfdeeb7109 Allow Weapon To Override Turret Name (#4313)
* Allow Weapon To Override Turret Name

* Loop through all banks rather than just the first

* Fix gcc warning
2022-05-28 15:55:39 -04:00
Goober5000 237787c256 add some new scan features
1. Add custom scan times per subsystem
2. Add scanning time and range multipliers for player ships

Resolves #4027
2022-02-18 22:39:04 -05:00
Asteroth 329efb8c3a clarity function for homing objects and fix scripting target setting (#3865) 2021-12-31 13:13:56 -05:00
Goober5000 483a632c7f Merge pull request #3243 from Baezon/decouple-asteroids-species
Decouple asteroids from species
2021-03-07 13:13:13 -05:00
Goober5000 abc153e21e Merge pull request #3273 from NovachenFS2/TranslatedAsteroids
Translateable Asteroid Name in Asteroid Fields
2021-03-03 15:26:30 -05:00
Jenna Trassa 9385206e0e Feedback & lowercase debris code 2021-03-03 20:56:24 +01:00
Jenna Trassa 34649c7543 Translated Asteroid Name in Asteroid Fields 2021-03-03 17:25:37 +01:00
Jenna Trassa 8b0e79703a A translateable Asteroid Impact Time 2021-03-03 14:55:29 +01:00
Baezon 8a5483db0b retail name compatability 2021-03-03 01:08:15 -05:00
Baezon 622a28236e decouple species from asteroids 2021-02-22 22:55:34 -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 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
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.
2020-08-21 00:15:38 -04:00
wookieejedi e2010aeda1 Adds Scaling for Target Box Models Seperate from Techroom
Currently `$Closeup_Pos:` and `$Closeup_Zoom:` control the camera zoom and position values for the techroom, briefing and HUD Target Box. Unfortunately, with very large ships this results in an issue, to fit the view of an entire big ship in the HUD Target Box the zoom and position must be set a certain way which results in the ship looking very far away when viewed in the techroom. This PR adds two new fields that control camera postion and zoom but only for the HUD Target Box, thus modders can now set values for both and have the ships look good in both the Techroom and HUD Target Box. The new hud target box values are optional, and if not specifed they default to the values for `$Closeup_Pos:` and `$Closeup_Zoom:` .
2020-04-27 10:25:15 -04:00
Goober5000 3f3b284dcf use consistent jump node distances on HUD
There is a special function, `hud_find_target_distance`, which is used in most places for target distance.  However it wasn't used for jump nodes in this location.

Incidentally, the player's target's distance is cached, and this distance will always be current for the target box, so we can use the cached value and save a function call.
2020-04-13 14:53:28 -04:00
niffiwan 0c0c4ddaef make small bombs appear smaller in hud targetbox
Also cleaned up the code slightly, the factor variable was only used
when missile_view was false
2020-02-09 21:07:04 +10:00
wookieejedi 9039081fa7 formatting 2020-01-27 12:23:15 -05:00
wookieejedi 73a5ac7665 specify floats 2020-01-27 12:17:26 -05:00
wookieejedi 6c2e419825 Fixes RTT Target Box Scaling
It seems that when RTT for cockpits was added that the scaling of ships in the target box fell through the cracks. Properly specifying the `clip_aspect` fixes the issue. This PR fixes issue #2250.
2020-01-27 10:04:57 -05:00
wookieejedi 9184ed4224 Fix RTT Subsystem Bracket Bug
Previosuly, subsystem brackets in the target ship gauge were not always drawn in the correct location when using RTT with the gauge. This PR fixes that.
2019-12-07 23:56:54 -05:00
Goober5000 008d66c706 fix some flag information
Somewhere along the line, "sentry gun" was replaced with "escape pod" in the inverted is_flyable check.  This made the game think an escape pod wasn't flyable and therefore things like waypoint orders were not displayed.  This PR fixes that.

Additionally, I fixed a potential bug in weapons.cpp where the HUGE flag should really check against HUGE ships.  And there's a no-op formatting change in hudtargetbox.cpp.
2019-01-29 23:35:37 -05:00
Fabian Woltermann 7cd17205b5 Merge pull request #1785 from asarium/feature/soundHandleIds
Use strongly typed handles for sound handles
2018-07-27 15:04:02 +02:00
asarium c13cb44df4 Add ship display name feature
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.
2018-07-22 23:16:00 +02:00
asarium 2ded9aa35d Format changes with clang-format 2018-07-16 10:21:52 +02:00
asarium ad54f588bb Use strongly typed handles for sound handles
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.
2018-07-16 10:21:52 +02:00
Jenna Trassa 886b14e595 strings.tbl translation adjustments
A previously untranslateable string got an unique ID, that is translateable through the strings.tbl
2018-07-14 14:32:10 +02:00
asarium ae149b6061 Add convencience function for retrieving weapon alt name
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.
2018-06-04 11:56:44 +02:00
asarium bd3632d1bf Enable remaining misc- checks and fix detected issues 2018-04-25 11:57:55 +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 2e0253e301 Add a mechanism for batching line draw calls
The previous version used NanoVG which caused quite a serious FPS drop.
This adds a buffer batching class which groups line drawing operations
together and submits them to the GPU with a single draw call.
2018-02-25 19:55:41 +01:00
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
asarium 4c1ed2f66a Move graphics matrix handling out of OpenGL code
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
2017-09-05 12:36:32 +02:00
asarium f8d0a9bc7d Remove most remaining OpenGL header includes 2017-08-18 17:53:23 +02:00
asarium 07107ce9b2 Fix newly introduced format warnings 2017-03-15 19:34:11 +01:00
MageKing17 77a71f3445 Make debris from a ship use the ship class's alt name, if specified.
A piece of debris spawned from a ship will say what class of ship it came from. If that ship has an alternate class name defined in FRED, that's used instead. If the ship class table entry specifies an "$Alt name:", however, that isn't used, which could potentially be confusing. This fixes that oversight.
2017-02-19 14:56:53 -08:00
asarium f819db3ac5 More string const correctness fixes 2017-01-04 00:12:41 +01:00
asarium 45e374221c Fix wrong negation in HudGaugeExtraTargetData
This fixes #960. The flagsets patch negated the flyable logic but this
one spot was missed when negating the conditions.
2016-10-14 09:44:38 +02:00
SamuelCho b75a354505 Cleaned up more rendering code. Shrunk the vertex struct since we don't use spec_rgb anymore. Removed any declarations using the old geometry batcher. Streamlined desaturation in the model shader to use the main color uniform. Removed old unneeded interp_ code. Removed stored geometry shader parameters from the shader constants since we're no longer using the EXT version of geometry shaders. 2016-08-30 23:22:09 -07:00
asarium 3fcb731621 Refactor shader handling
This fixes a few of the bad design descisions of previous shader
iterations. This uses a dedicated class for managing the resources and
uniform locations of a shader program.

Uniforms are also stored in this object which makes a lot more sense
than storing them in the OpenGL state where they had to be reset every
time a new shader was used.

There are still a lot of possible enhancments to make, e.g. by using
uniform blocks and buffers instead of standard uniforms which would make
uniform location handling easier.

Another optimization that I will investigate is reducing the amount or
different compiled shaders by turning some of the current compile-time
defines into bool uniforms.
2016-08-29 12:38:38 +02:00
Fabian Woltermann 127976cd74 Weapon info flags conversion (#851) 2016-08-18 23:17:41 -07:00
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
asarium 16be3b7cc5 Add support for TrueType fonts
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
2016-08-02 10:57:28 +02:00
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00
MageKing17 70529dbd5a Deprecate -nohtl and -brief_lighting.
-nohtl hasn't worked for years, and -brief_lighting was always supposed to be a temporary flag before making the behavior always on.
2016-07-08 09:39:29 -07:00
SamuelCho 0f0f6377d0 Killed the last vestiges of ship_model_start/stop. 2015-12-13 23:51:24 -08:00
Yarn366 962261421e Added "Dock Max Width:" and "Order Max Width:" to extra target data gauge 2015-11-23 18:29:40 -05:00
Echelon9 47af1ff851 Simplify duplicative hud/ includes. 2015-06-22 20:24:30 +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
Cliff Gordon 2d662075c3 Merge remote-tracking branch 'origin/master' into fix/triplemon_hud 2015-06-17 10:11:57 -05:00