Commit Graph
726 Commits
Author SHA1 Message Date
Goober5000 3a4794305f Convert some Lua hooks to the new style to add documentation
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.

This is an updated version of #3151 to work with the latest codebase.

NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
2022-06-05 16:38:03 -04:00
John Fernandez a6cb299f28 Feedback 2022-06-04 23:06:56 -04:00
JohnAFernandez 88c788a7b4 Interpolation Overhaul
Add files to partition interpolation code, base interpolation timing on Missiontime on remote instance vs. Mission time on the local instance.
2022-06-04 12:55:13 -04:00
EatThePath 91b516c1c4 Merge pull request #4208 from EatThePath/weapon_lights
Weapon lights
2022-06-03 13:01:15 -05:00
Taylor Richards df6cf572ac convert multi timestamp()'s to ui_timestamp() where appropriate
A bit overkill for some of this but just covering the bases.

 * fix issues with in-game join
 * fix multi messaging and multi pause screen
 * make sure maintenance stuff (pings, voice, file xfer, etc.) isn't
   affected by pausing or time compression
2022-05-17 07:50:50 -04:00
David Gibson a214488395 shifted profile name for default profile parse to variable, and other small fixes to weapon color implementation 2022-05-14 18:58:21 -05:00
Goober5000 7606df6082 miscellaneous fixes related to old Coverity fixes
1) Remove the extra branch in `check_ok_to_fire` that was added in SVN revision 10392, or commit 0d54630e83.  If there was an actual Coverity error, this does not fix it at the proper location.  More importantly, this breaks certain turret firing behavior.
2) Fix a couple of bounds checks.
3) Remove an incorrect stale comment.

This fixes the broken turret swarm weapons that were uncovered by the fixes in #2959.
2022-05-12 01:03:50 -04:00
JohnAFernandez 1acd763e4d Limit all MP client collisions to prevent bugs (#4209)
Players are still affected by collisions locally, but other ships will literally pass through each other until updated by the server.  A timestamp controls the frequency of collisions with the player ship.
2022-05-11 19:11:09 -07:00
David Gibson 4aba6defdb Use custom colors for missile and laser weapon lights 2022-05-07 17:21:28 -05:00
Goober5000 69e0f66d4b fix up conditions for script hooks
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.

Fixes #3874.
2022-04-29 22:37:30 -04:00
EatThePath c636ea5659 Remove light filtering data (#3737)
Removed useless light_ignore_objnum and affected_objnum lighting data, light_add_point_unique() subsequently removed as well, and cleaned up unused parameters.
2022-04-24 17:12:46 -05:00
wookieejedi 675a806912 Fix FRED accessibility of new flag ai-attackable-if-no-collide V2 (#4194)
Turns out the `MAX_OBJECT_FLAG_NAMES` was not increased originally, so this PR increases it to match the new amount now that `ai-attackable-if-no-collide` flag was added.
2022-04-21 11:51:32 -04:00
wookieejedi 87ed583b28 Fix FRED accessibility of new flag ai-attackable-if-no-collide (#4189)
PR #4174 added this feature, this PR allows it to be useable with FRED.
2022-04-20 15:26:05 -04:00
JohnAFernandez 1396d44265 Basic Implementation for Attackable_if_no_collide (#4174)
A work-around for the default behavior where turrets will ignore ships that have no-collide set.  This allows turrets to target such ships.
2022-04-19 16:54:04 -05:00
Goober5000 0d12b0554c remove daisy-chained mission flag
This flag is not the sort of thing that should depend on the FREDder, and in any case it probably isn't needed.  So this removes it.
2022-04-04 16:03:36 -04:00
Goober5000 63445dec5a remove Object.parent_type
It's theoretically possible for `parent_type` to get out of sync with the parent's type, particularly if the parent is destroyed.  Since the field is almost never used, it can be removed.

Should fix #4105.
2022-03-27 12:38:48 -04:00
BMagnu e2e689d454 Properly set canonical_prev_orient and exclude turrets (#4070) 2022-03-12 17:46:14 -05:00
BMagnu 222f3e00a7 Fix moving submodel collision speed calculation (#4067) 2022-03-10 01:35:34 +09:00
BMagnuandGoober5000 9ab7a4626a Fix nested and animated submodel collisions (#4065)
* Calculate per-frame rotation axis

* function prototypes

* Add new submodel localization functions

* Fix collision detection for moving submodels

* Remove offending assert

* Add safeguard for stopped animations

* Fix last frame speed calc

* Fix childs with parent submodel rotations

* Fix Warnings

* Clang Bug Workaround

* clang tidy

* Incorporate Feedback

Co-authored-by: Goober5000 <[email protected]>
2022-03-09 23:49:11 +09:00
asarium ac77a6eb77 Fix render orientation for decals
The orientation was broken since the engine rendered the decal box in
the direction of the hit normal which meant that the viewer was looking
at a flipped version of the decal texture.

This fixes that by flipping the direction of the decal before passing it
to the GPU.

This also fixes the orientation for weapon decals which previously did
not take the orientation of the weapon that just impacted into account.
2022-03-01 19:14:34 +01:00
Goober5000 e2f63a2340 rename and document several model coordinate functions 2022-02-15 20:59:24 -05:00
Goober5000 29a0736d34 fix missile detonation for computers with high FPS
There is a bit of code that detonates a missile if it misses impacting on a subsystem.  On Nyctaeus's Arachnas model, missiles could reach the center point of the main beam turret submodel without actually hitting any part of the submodel.  The fail-safe code would set the missile to detonate in that case, but on low-FPS systems the weapon would be able to actually hit the turret before it detonated.  On high-FPS systems, there is a clean miss.

This reworks the code to delay the missile detonation until it reaches the other side of the submodel, so it has time to hit some other part of it.  It also reduces the detonation time from 1/100 of a second (which is more than one frame on 120 FPS systems) to 1/1000 of a second (which is always less than one frame).
2022-02-06 17:53:19 -05:00
Goober5000 97952d6b6c refactoring in preparation for model translation
Mostly renaming of fields and functions, and moving some modelread sections into functions.  This reorganization will put the code on a better footing for the model translation feature.  No model translation code is included yet, and there should be no change in functionality.
2022-01-29 15:53:21 -05:00
Taylor Richards 3e0d95eff8 reset object colliders after each mission 2021-12-29 07:12:03 -05:00
Asteroth c3c75ff880 Fix weapons with submodel rotation firing (#3850)
* remove vestigal code from 'remove 'stream' weapon handling

* unused variable
2021-12-26 13:26:58 -05:00
BMagnu 9930d435a2 Animation Rework Phase 3 - Fixes for Multi (#3846)
* Switch Multimsg to use netsig for animations

* Unique-ify animation ID's

* Clang Tidy

* Implement first suggestions

* Implement suggestions 2

* Add get model instance safeguard
2021-12-25 03:01:13 +09:00
BMagnu 79283d9002 Animation Rework: Phase 3 (#3793)
* 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
Goober5000 9d6eec939c refactor submodel flags and add $rotate_accel
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified

Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
2021-11-17 21:45:01 -05:00
The Force ec35b5815e Merge branch 'master' into feature/QtInitialStatusEditor 2021-11-07 15:55:12 +00:00
Asteroth 375e1caca9 Remove 'stream' weapon handling (#3720)
* 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
David Gibson 1c2b83f6aa Removing dead code paths 2021-10-17 11:05:37 -05:00
Goober5000 ae63f02829 rename intrinsic rotation to intrinsic motion 2021-10-13 19:39:16 -04:00
Goober5000 e1f20be856 rename and adjust scope of Rotators_locked flag
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
The Force 86d2ba8ebd Initial Status Dialog 2021-10-10 13:24:04 +01:00
Goober5000 575c050da4 reorganize submodel rotation
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 a6093dd8c4 Add ammoless secondaries (#3589)
* Add ammoless secondaries

* Macroify 'ammo>0 || no ammo' check
2021-10-02 04:40:03 +09:00
Goober5000 44ce5e9b00 handle invalid gamesnds
If an entry in a game sound fails to load, mark the sound as invalid and don't try to load it afterwards.  This is the "permanent fail" fix for #3388.
2021-09-03 19:10:31 -04:00
Asteroth 47f84846e3 fix collision retiming to never be in the future (#3599) 2021-08-12 17:21:22 -04:00
Birk Magnussen aee9dc6910 Fixed bad stepAnimations call, added initial-type optimizations 2021-08-09 14:36:57 +09:00
BMagnu 9c3b90f403 Merge branch 'master' into anim_rework_1 2021-07-23 03:18:32 +09:00
PhantomHoover 84b25b52d7 Be smarter about when we try to run scripting hooks: don't even bother trying if no scripts are even registered to run on them. (#3538) 2021-07-02 22:50:53 -04:00
wookieejedi ccf0e7eb04 Merge pull request #3510 from wookieejedi/add-extra-script-sound-enums
Add More Options to Scripted Persistent Sounds
2021-06-22 18:37:20 -04:00
Goober5000 e4f9ca05c5 clang 2021-06-22 02:05:26 -04:00
Taylor Richards 0160fac2ff Refactor hud escort list to be less crazy (#2922)
* refactor hud escort list to be less crazy

 - don't keep rebuilding list
 - add and remove ships more efficiently
 - better handling of player ships in multi (fixes #1674)

* fix sorting issues

 - incomplete priority sort
 - reversed alpha sort

* fix additional sorting issue

* improve safety check in list sort function

* add safety checks to hud_add_ship_to_escort()

this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously

* remove entries properly in hud_add_remove_ship_escort()
2021-06-22 01:34:06 -04:00
Goober5000 cc2d06d37c correctly handle non-looping sounds when they have finished playing 2021-06-22 01:24:39 -04:00
wookieejedi c5b29c62c6 incorporate feedback
More modifications are still needed though, so keeping in draft status
2021-06-22 00:11:28 -04:00
Goober5000 e2585a9a0e change secondary_point_reload_pct to be dynamic and to not rely on MAX_SLOTS 2021-06-19 23:23:53 -04:00
wookieejedi 03d51ba400 appease clangtidy 2021-06-17 17:23:01 -04:00
wookieejedi def814fa4e fix typo 2021-06-17 17:01:53 -04:00
wookieejedi 11c5af39d8 Add More Options to Scripted Persistent Sounds
This adds two new enums to persistent sounds which can be utilized by scripts.
1. OS_PLAY_ON_PLAYER, which allows persistent sounds to play on the player's ship.
2. OS_LOOPING_DISABLED, which allows the scripter to set the sound to play once and not have to then call `removeSound` later. Very handy for playing an assigned sound once with one line.

Tested and everything works as expected.
2021-06-17 16:58:25 -04:00