FSO doesn't appear to use this any longer. And even when it was enabled the
requirements made it largely useless anyway. Removing to clean up cfile a
bit and so we don't have to keep maintaining it.
Two updates to the energy transfer system.
1. Previously, for fighters missing a system (e.g. shields), the energy would be treated as if all energy from that system was routed to the other systems. So, for example, a fighter's typical speed would be faster without shields than with shields. A new AI profile flag now treats the other systems as if the energy had not been transferred.
2. At some point in development, Volition intended the `$Power Output` ships.tbl field to affect ETS. A new AI profile flag now treats the power output as a factor of energy applied to energy systems.
Some QoL improvements:
1. Update `$fvec` and `$uvec` parsing to also allow parsing `$rvec` and to allow only `$fvec` to be specified; also make parsing more robust against failure
2. Allow `$fvec` and `$uvec` to specify the "facing" direction if `$look_at_offset` is not specified
3. Add a few additional warnings for incomplete or invalid POF data
Previously, FSO did not show normal, AO, or misc maps at LODs 3 or higher. This was a relic from original retail days, so this PR allows players to see those textures if the model detail level is at 3 or 4. I put this under the model slider because it is related to LODs, and b/c changing the model slider is something folks actually use compared to the other hardware tex slider which really makes things look ancient if turned to anything other than the max.
Although normalized vectors in FSO are supposed to stay normalized, occasionally small floating point errors can pop up. In most cases these do not cause a problem, but in certain cases these errors can rapidly accumulate and corrupt an otherwise well-behaved matrix. This can most easily be seen with daisy-chained dock sequences or docked ships with angled dockpoints.
This PR audits the usage of `vm_vector_2_matrix_norm` to re-normalize vectors in cases where floating point errors could accumulate. There are also a few new Assertions for extra vigilance.
Follow-up to #6596. Fixes#6634.
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`
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors. Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
1. Trim trailing whitespace on any property values, just as leading whitespace is trimmed. All places where `get_user_prop_value()` is used implicitly or explicitly require this.
2. Warn the user if an invalid `$special` value is parsed. This would have caught #1, and will now catch related errors, such as misspellings, in the future.
3. Enhance `string_lookup()` with the ability to print the list being searched, if desired. Remove an unused version of `string_lookup()`.
4. Check for lower-detail submodels being recognized as subsystems.
* Fix incorrect ship legacy particle curve assignment
* Setup trigger radius
* Properly attach particle sources to objects and subobjects
* Add trigger velocity for weapon impacts
* Onetime particle source timing fix
* Warnings
* Allow global_to_local to work with no submodel
* Allow global_to_local to work with no submodel, again
Make `SCP_vector`, `SCP_list`, `SCP_set`, and `SCP_multiset` subclasses of their STL counterparts. This allows helper functions to be added to each, including the `contains()` function which is not available until C++20. (This has minor effects on other parts of the codebase that treated `SCP_` and `std::` as synonyms.) Since there is now a nontrivial amount of code that needs to be in a .cpp file, create vmallocator.cpp.
Note that `SCP_string` truncation has been refactored to use length rather than C-string size to be consistent with other `std::basic_string` functions.
Also, remove some enum class hashing code which is no longer necessary now that the codebase is at C++17.
Several changes related to the volumetrics model fix:
1. Update the `model_load()` prototype with better parameter names, including a new `ErrorType` enum defined in pstypes.h
2. Update the `MIN`, `MAX`, and `CLAMP` macros, all of which were susceptible to performance issues because they duplicated their tokens. This could cause functions or calculations to be re-run unnecessarily. Since the codebase is now on C++17, `std::clamp()` can be used.
3. Update the rest of the codebase to fix any associated issues.
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
* initial version of default_settings.tbl
* Add a way to change player detail level defaults and implement a couple more options to detail_settings.tbl
* support the rest of 2d.cpp options
* Allow enforcing options to a specific value
* modernize detail defaults, levels, and values
* Fix parsing issue and remove lambda capture by reference
* fix print
* clang
* More efficient +Enforce parsing
* cleanup
* typo
* don't negate this
* error_display
* clarify language between presets, levels, and values
* add default case
* small fix
* use a map to minimize string lookups
As discovered by WouterSmits, campaigns with periods in their filenames caused issues with FSO's campaign handling. Specifically, in The Babylon Project, the EA-Minbari war v1.0.fc2 campaign would not save progress because FSO expected EA-Minbari war v1.fc2 in certain places. This is because the `_splitpath()` function attempted to remove an extension from a filename that already had it removed. For most campaigns this did not matter, but WouterSmits found a campaign where it did.
To solve this, there is now a new `util::get_file_part()` function to remove the path without removing the extension. This replaces `_splitpath()` for campaign files, as well as the similar `clean_filename()` and `GetFilePart()` functions in other places. All code paths were inspected for any chance of inadvertent extension adding, and Assertions were added to verify future code. The only potential problem area was `player:loadCampaignSavefile()` which now pre-removes the campaign extension if needed.
The recent cycle expansion PR (#6364) causes a CTD when change-ship-type is used. This PR fixes that crash by using `pm->n_guns` instead of 'MAX_SHIP_PRIMARY_BANKS' and clarifies the definition comment for the `pm->n_guns` to help avoid this kind of quandary in the furture.
Tested and works as expected.
1. Since we already handle `<all engines>` and `<all turrets>`, it's simple to extend this to all generic subsystems of any type
2. Add an `<all subsystems>` case for handling every subsystem on a ship
3. Add some compiler directives to enforce preconditions for subsystem type `#define`s