Update haptic code with changes from icculus.org tree which optimizes
effect loading to better support low-memory devices and no longer
requires full support of every haptic effect type. Additionally...
- avoids attempting FF init for non-haptic devices
- avoids attempting FF init for gamepads
- properly resets FF when device is hot-plugged
- better start/stop/update of effects
- avoid stopping effects unless really needed
- use timestamp for dir effect restarts instead of sys calls
- avoid playing FF effects when window is in background
- general code cleanup
For every move and move-assignment constructor, do the following:
1. Make it default if possible
2. Add or delete where appropriate
3. Check for move-onto-self
4. Apply `std::move` where needed
Also fix problematic moves in `player_h`
In the In-game options for `mouse_mode` the XSTR index for "Mouse" was set to 1774, which is already used for "Glide When Pressed". Luckily "Mouse" XSTR already exists with Index 1373, so this PR changes it to that.
Follow-up to #6371 (and replaces #5960 since the goal of that PR was already taken care of with #6371 adding the procedural translation).
Overall tagging this as 25.0 since multiple folks have asking about bumping the limit
* Partially builds weapon curves.
* Further curve implementation
* Implementation of more output types.
* Cleanup
* Adjusts warning.
* Appeases clang.
* further appeasement
* Appeasement and time-traveling review changes
* change the enum branch too that'd be good
* More requested changes
* Basic abstraction for generic modular curves
* Make curve list by output statically sized
* Make instance-randomization consistent and mapless
* Add parsing
* Add derived modular curve sets
* Fix incorrect unpack
* Split modular curve set and definition, properly comment struct usage
* Split off specific type-traits into own file
* Fix modular curves for multi-derive case
* Implement some basic weapon curves, as well as the damage multiplier hit curve
* Merges in generified system built by Lafiel.
* Fills out beam curvesets.
* Renames curvesets.
* Removes launch curves for now.
* Testing, bugfixing.
* Various cleanup
* Returns extern do_subobj_hit_stuff
* Fixes compile errors
* Beam flag checking
* Rearranges beam flag checking.
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Co-authored-by: BMagnu <[email protected]>
* Adds different firing patterns for weapons.
* cleanup
* further cleanup
* appeasement
* appeasement^3
* Requested changes.
* Deals with targeting flag issue.
* Resolves merge conflicts.
* blood for the blood god, tidy for the tidy throne
* Increments XSTR again.
1. Make sure the legacy `timestamp_until()` and `timestamp_since()` functions check for any type of invalid timestamp
2. Add a useful `isFinite()` function
3. A timestamp delta on an immediate timestamp is more properly the actual delta, rather than another immediate timestamp
Adds an optional argument to the `lock-perspective` sexp to allow locking of the 'free look' or 'padlock' view. This prevents the player from looking around which might not be desired in certain forced perspective situations.
* Clean unneeded properties
* properly queue-ify keys
* Refactor key checking to use functions instead of globals
* Update hooks and cache checked-against key
* Documentation and Naming
* match tilde
* only remove control not debug
This provides a command-line argument to restrict the time compression range to the classic 1x - 4x. Implements #6075.
I'm not entirely satisfied with `-orig_speedx_range` but it's the best I came up with that fit into the 19-character limit. I'd be open to other suggestions.
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict
This advances the versions for Clang to 16 and GCC to 13 along with
fixing any warnings these new versions are detecting now.
The new image versions also include Vulkan so the additional workflow
step for installing that is not necessary anymore.
* Add a divide by zero check
For coverity 1107324. Keeps framecount from dividing by zero in very rare circumstances.
* Add a clarifying comment
This marks isNaturalNumberFactor() so that we know it is the best way to get whether a number is a natural number.
Modulo division is slower and gives the same results.
* Spoiled by Rust
Remove a whole bunch of ad-hoc code piled on top of the retail weapon cycling behavior, then replace it with a robust algorithm that takes all relevant attributes into account.
Fixes#5529.
Normally the disabled/disarmed flags are only set if the destroyed subsystem is actually an engine or turret. This should be done for cheats as well, otherwise, for example, destroying any subsystem on a non-engined ship will cause it to become disabled.