* Add C++11 std::any implementation
* Add basic moveable functionality
* Add rotation moveable
* Revise Segment Parsing Register
Because apparently, the linker and I disagree on which symbols should be discarded when linked into the final application...
* Fix small problems
* Address feedback
* Address feedback 2
LZ4 moved to lib folder and added cmakelists.
Added several position check to match cfilearchive ones for compressed files.
Changed header check to int.
This is a parser for a very simple language to allow for execution of
dynamic expressions with return values for use as action parameters. The
only "dynamic" part this currently supports are random ranges but more
features are planned for the future.
This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
This is an effort to be able to use the same GLSL code for both Vulkan
and OpenGL. This is done by first compiling the Vulkan GLSL code to
SPIR-V and then using a custom tool (which uses SPIRV-Cross) to convert
that back into GLSL 1.50 compatible code.
The required tool will be downloaded by CMake when glslc is found in the
path. This is included in the Vulkan SDK. To avoid having a hard
dependency on this, the generated files are included in the VCS and are
only regenerated when glslc is found on the system.
This gives every document their own environment instead of using the
global environment. Previously it was necessary to store variables in
the global namespace since otherwise they could not be accessed by event
listeners.
This creates a separate environment table for every document so that all
<script> blocks and event handlers share the same "global" environment.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
This fixes three issues where the Lua stack was not cleaned up properly:
- On hook execution, the return value was left on the stack
- For ADE initialization, the global tables were left on the stack
- In libRocket, a metatable was left on the stack
This emulates the "scrolling text" effect that is present in briefings.
It is not exactly the same since it just goes pixel wise and not by
character but it looks good enough.
This allows external libraries to load the Lua API from our executable
even if it is linked statically. This is useful for a Lua debugger which
needs to interact with the Lua API.
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.
This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.
The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.
This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
This adds a new graphics type for the Vulkan graphics API. All this does
is to create a vulkan instance and a presentation surface with the help
of SDL.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
Persistent buffer mapping is an OpenGL technique where the contents of a
buffer object are mapped to a persistent pointer instead of having to
map and unmap a buffer every time it is modified.
This decreases the overhead for updating data in a uniform buffer object
which now only consists of a memcpy and a flush call.
This should fix#1886. I built it and it fixes the immediate problem.
Only two of the documentation files we have in the codebase were actually updated.
Verison name in prebuilt.cmake also needed to be changed due to prebuild SDL version changing during upgrade to the prebuild repository.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
This should fix an issue with the playback speed of APNG files which is
present in the current builds. This does not include the Mac libraries
since I cannot compile the libraries for that platform.
This uses the Discord Rich Presence API for improving the integration of
FSO into Discord. At the moment this includes state notifications for
being in the main hall, the command and mission briefing and in-mission.
When in-mission it also includes the elapsed time of the mission with
support for time compression.
The details part of the notification includes the campaign name and
mission name if possible.
This changes the decal system so that it is able to modify the normal
map of the scene. I tested this with some existing normal maps but I am
not entirely sure if the tangent matrix I construct uses the right
values so some additional testing with normal maps made specifically for
decals would be good.
This also fixed the issues introduced by the changes to how directional
lighting was handled. Now a decal can have a diffuse and a glow map. The
diffuse map is used to change the values of the color buffer and also
supports ambient lighting. The glow map renders into the emissive buffer
and should be used for effects that should not receive lighting.