Fabian Woltermann
fb9304bae0
Fix #4415 : Make sure that changing team colors only happens when there are team colors to change and only dump the envmap to disk if there actually is an envmap to dump
2022-06-16 22:14:26 +02:00
Adam Leach
dbd7b2f49a
Update usage info in lab with M key
2022-05-16 19:23:24 +01:00
Adam Leach
2744af109a
Dump Environment maps with "M" key in lab
2022-05-16 19:05:43 +01:00
Goober5000
f7dd1172c6
background bitmap fix, part 1
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Adds the framework for loading and saving backgrounds with correct or incorrect angles. Backgrounds in FSO will all have fixed angles internally, and newly created backgrounds in FRED will have fixed angles, but existing mission files will have incorrect angles. The parser will determine whether the mission file contains fixed or unfixed angles and act accordingly. (Actually fixing the angles will be done in part 2.)
2022-04-18 23:50:54 -04:00
Adam Leach
2a7a93bbe4
Fix for #3629 ( #4165 )
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* Zero init envmap name to prevent mistaken bm_load call, fix for #3629
* guards on envmap bm_load failure for lab renderer.
2022-04-12 21:35:06 -04:00
Goober5000
d92e8f4155
add nebula fog color override, plus missionsave support which wasn't implemented before
2022-03-22 10:27:22 -04:00
BMagnu
1b118e9b5e
Fix lab animation triggers ( #3965 )
2022-01-26 16:08:31 +09:00
Goober5000
647316e83b
Merge pull request #3880 from EatThePath/lt_lab
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Add tonemapping options to lab render settings
2022-01-08 17:54:45 -05:00
Goober5000
94bd93343f
fix 3907
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Move the initialization of `used_weapons` to `weapon_init` since that's where it belongs. Also call `weapon_level_init` in the lab since investigation revealed a few other things that needed to be done there.
2022-01-08 16:10:18 -05:00
David Gibson
47f6da591f
Readability and documentation pass on new tonemapper lab options
2022-01-03 12:38:17 -06:00
David Gibson
91fe2bfc90
Implemented ppc sliders
2022-01-02 15:20:49 -06:00
David Gibson
f73d452d5d
adjusted the range of exposure slider
2022-01-02 13:19:49 -06:00
David Gibson
f9b104aecd
Lab tonemapper selection implemented
2022-01-02 13:19:49 -06:00
Taylor Richards
8bbf2814fb
silence clang compiler warnings
2021-12-29 07:07:26 -05:00
BMagnu
79283d9002
Animation Rework: Phase 3 ( #3793 )
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* Refactor submodel handling by animation code
* Add Animation Flags
* Add Codeowner for animations
* Add new Animation Table
* Time Fix
* Weapon Launched trigger + bugfixes
* cleanup rebase artifact
* Add WeaponFired triggers
* Table deprec
* Allow multiple animations on the same trigger
* Add Translation segment
* Integrate new Animation workflow
* Small Fixes
* Submodel not found safety
* Add Pause
* Also allow dockport name
* Update Animation SEXP/Scripting + fix change ship class issue
* Multi fix + disable old animation sexp
* Weapon Scripting Function
* Fix bugs and replace bind
* Add onspawn trigger type
* Fix issue on ship death
* Fix Absolute Rotation
* Fix erroneous application of animation, add random start phase
* Disable Translation
* Fix Clang
* Incorporate feedback
* Incorporate feedback 2
2021-12-10 14:44:13 +09:00
David Gibson
2c5c09addb
Fixed mistake in lab camera control help
2021-12-05 17:29:32 -06:00
Asteroth
375e1caca9
Remove 'stream' weapon handling ( #3720 )
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* remove stream handling
* unused variable
* turn stream' into an unused flag
* yes really whitespace changes just for clang tidy
2021-10-22 16:15:56 +09:00
Goober5000
e1f20be856
rename and adjust scope of Rotators_locked flag
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The Rotators_locked flag was created specifically as a lab option that didn't affect animations or intrinsic rotations, so return it to that scope. Also rename it to clarify that it applies to subsystems and to be future-proof for submodel translation.
2021-10-11 12:06:17 -04:00
Goober5000
575c050da4
reorganize submodel rotation
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This moves submodel rotation out of the AI pipeline and into object movement. With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place. Many associated functions have also been cleaned up.
In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
2021-10-10 02:29:34 -04:00
BMagnu
12be7576f7
Animation Overhaul: Phase 2 ( #3609 )
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* Add Generic Rotation Segment
* SEXPd rotations work
* Fully replace old animation system
* Add sound segment
* Fixes
* Trigger Hangarbay doors for lone player without AI
* Address Warnings
* Fix Docking ANimations + some bugs
* Fix sound issue + docking bug
* fix bugs, add multi handling
* Change direction into enum class
* Address feedback
* Futher clean aicode
* Address feedback
* Add Multi packet constexprs
* Fix multi constexprs
* Clarify AIS_DOCK comments
* Address multi issues
* Clang somehow detects issues where there are none...
2021-10-06 08:50:58 +09:00
Goober5000
183db641d7
fix lab variables
2021-09-13 01:51:13 -04:00
Birk Magnussen
472fd6f20f
Fix Turrets in Lab
2021-09-12 01:30:33 +09:00
BMagnu
9c3b90f403
Merge branch 'master' into anim_rework_1
2021-07-23 03:18:32 +09:00
Joshua Glatt
eca6647dbf
Fix leaking of game objects and memory in F3 lab ( #3512 )
2021-06-21 17:12:51 -07:00
Joshua Glatt
028168d395
Add in-game options menu options for lightshafts and bloom ( #3501 )
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* Add in-game options menu options for lightshafts and bloom
* move impl of new PostProcessingManager functions to .cpp file
2021-06-20 21:04:34 -04:00
Asteroth
814d44c986
Add weapon optimum range for AI fighters ( #3457 )
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* add weapon optimum range
* review tweaks
2021-06-20 20:52:02 -04:00
Birk Magnussen
384b2e20c7
Integrate Initial Type animations
2021-06-08 21:28:15 +09:00
Fabian Woltermann
3d6fe919da
Add a flag to the Lab's render settings to allow Reflect maps to be toggled on or off
2021-05-13 16:02:49 +02:00
Baezon
538b2c6c95
handle lab and use empty string #3319
2021-03-24 13:25:16 -04:00
Fabian Woltermann
6f0dec4169
When setting the ambient factor in the lab, recalculate ambient lighting
2021-01-10 19:44:24 +01:00
Fabian Woltermann
c2a76c7354
Print the model filename in the bottom right when a ship or modelled weapon is being displayed in the lab
2020-12-20 13:39:29 +01:00
Goober5000
d6e95360e0
subobject destroyed in the lab should stop spinning
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The lab code didn't set subsystem strength for destroyed submodels. This fixes that.
2020-12-17 20:10:38 -05:00
Fabian Woltermann
33ce3f96f5
Remove material editor, add exit button
2020-10-25 13:03:38 +01:00
Fabian Woltermann
0e5fbb1396
Fix a number of crash issues
2020-10-25 00:08:52 +02:00
Fabian Woltermann
fff5207d6c
Disable the readability-non-const-parameter check on this line
2020-10-23 15:40:39 +02:00
Fabian Woltermann
4ad8f257bf
Remove circular dependency
2020-10-23 08:18:23 +02:00
Fabian Woltermann
4e455913b9
Use a getter for the labmanager
2020-10-22 19:26:00 +02:00
Fabian Woltermann
30436568f2
I don't even know
2020-10-22 08:04:01 +02:00
Fabian Woltermann
d93d8e0e5e
More CI fixes
2020-10-21 17:13:30 +02:00
Fabian Woltermann
1ad6b78950
More CI things
2020-10-18 19:58:56 +02:00
Fabian Woltermann
1e406ae5d2
Another CI warning fix
2020-10-18 10:43:30 +02:00
Fabian Woltermann
c5447966c2
More CI fxes
2020-10-17 17:53:30 +02:00
Fabian Woltermann
b94b5475b6
actually remove the old lab code
2020-10-17 16:54:51 +02:00
Fabian Woltermann
eebd5cdd4d
Fix CI warnings
2020-10-17 16:50:47 +02:00
Fabian Woltermann
13cd2d3326
Make the AO flag work
2020-10-17 16:07:33 +02:00
Fabian Woltermann
241ba1e4e7
Fix crash on exit
2020-10-17 15:58:34 +02:00
Fabian Woltermann
83d499b999
master rebase
2020-10-12 21:41:44 +02:00
Fabian Woltermann
41afb6e32d
...
2020-10-12 21:01:42 +02:00
Fabian Woltermann
c914a131ab
small fix
2020-10-12 21:01:42 +02:00
Fabian Woltermann
98085d5281
more fixes
2020-10-12 21:01:42 +02:00