* it's broken and i don't like it
* it's fixed and i approve
* add multi support maybe
* appease clang
* appease clang ii: electric boogaloo
* const refs
* increment multi version
Most of the functions in ship.cpp that operate on submodel animations are mirrored in animation_handle.cpp, but `setAnimationSpeed` was overlooked. Add this function so it can be called from a submodel animation handle.
* Allow mods to hide main Rearm/Repair items in Message Gauge
Adds a game_settings option to hide/disable the Rearm/Repair commands in the Squad Message Gauge. FotG does not use repair ships, so it is somewhat confusing to players to always see the `Rearm/Repair` order options (IE 5. Rearm/Repair Subsys and 6. Abort Rearm) and never be able to use them.
I wanted to make this PR as surgical as possible, while still giving some degree of generality, thus I went with the solution to use `active` as a true integer instead of simply an old int in the bool style. Now -1 is hidden, 0 is greyed out, and 1 is bright.
Tested and works as expected.
* update comment
* update with better name
* add another clarifying comment
* lua access to the comm board menu
* On Order Issued Lua Hook
* Some cleanup and safety checks
* Add mn.sendBuiltinMessage and perform more cleanup
* Send the correct ship to the hook for Sender
* clang cleanup
* address feedback
* fix build errors introduced from upstream
* basic hook conditions
* properly link the condition and the oswpt struct
* some requested cleanup
* allow for sending custom built-in messages
* address more feedback
* more prefix
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.
* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
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`
Currently if you try to set a subsystem's hit points via scripting it only sets the value to 0 b/c of what was likely a copy paste bug. This 1 line PR fixes that. Tested and fix works as expected.
Remove the `n_quadrants` field because it is entirely redundant to the size of `shield_quadrant`. Also, be more rigorous about the difference between `shield_get_quad(i)` (which can fluctuate) and `shield_quadrant[i]` (which gives the exact quadrant strength). Finally add some C++ casts and move some checks to better places.
Use `std::unique_ptr` rather than `vm_malloc` and `vm_free` to handle optional strings in ship classes. This makes the code more robust and increases memory safety. This also allows several string variables to be consolidated in the ship class and weapon class script APIs.
Also add new `stuff_string()` overloads and a new `F_TRIMMED` string parsing type to handle the new fields and the string trimming done inside `stuff_malloc_string()`.
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.
Allow waypoint orders to target a specific waypoint and go in reverse. Add script access to waypoints and waypoint lists belonging to orders.
Fix assignment of targets and goal start times. Assign targets when they are different (and thus need to be assigned), not when they are the same.
Add "goal" as a type recognized by scripted sexps. Also add `mn.Goals` as a collection to complement `mn.Events` and move the goal type to goal.cpp and goal.h to match event.cpp and event.h. The new `mn.Goals` collection contains the same data as the existing `Objectives` collection in the briefing UI library, so the latter could be deprecated.
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.
* Fixes Debris not inheriting parent ship texture replacements
Debris chunks that use the same texture as the actual hull model are not updated when `texture-replace` methods are used. For example, a clean grey base textures that has texture replace via table or FRED is changed to red/brown. But when the ship is destroyed the debris objects are using the original lighter texture instead of the newer darker one.
#6154 provided the groundwork to fix this, but one step fell through the cracks; setting the debris hull textures to what the parent ship used.
This PR sets the debris texture replacements when debris is created to fix this (and fixes#2462).
Fix is tested and works as expected.
* cleanup setting shared
* get pmi correctly