The Input of `Trigger Radius` for curves within new particle effects was never hooked up for muzzle flashes, so this PR adds in the necessary lines to get it working. This allows modders to make a muzzle effect that can scale to the weapon radius through curves, and thus modders can simply make one curve scaled muzzle flash and avoid making a many muzzle flashes for each sized weapon that uses the same base effect.
Tested and works as expected.
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. Refactor `num_hits` to `num_sparks` and `MAX_SHIP_HITS` to `MAX_SHIP_SPARKS` to be consistent with their current (since FS1 pre-release) usage.
2. Remove the unused `HP_SCALE`.
3. Always initialize at least one spark pair. If `choose_next_spark()` was entered when `num_sparks` was 1, `num_spark_pairs` would be 0 and none of the spark pairs would be initialized. Consequently, accessing the pair at index 0 would return garbage data.
4. Iterate through `num_spark_pairs` when counting the indexes, rather than the hardcoded (and incorrect) magic number 6.
Fixes a crash discovered by Dawnesya that can only occur when a ship has both the "fighter" and "cruiser" flags. Normally, fighters never enter the `choose_next_spark()` function and 'big' ships always have at least 3 sparks.
* 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
* Add Mod Option to Limit 'Show Ship' when Toggling Cockpits
FotG uses cockpits and 'show ship', and also provides a way for players to toggle off cockpits. Unfortunately, if the player disables cockpits, 'show ship' still appears and looks very odd (since it appears the player is flying a ship with a hole in the center where the cockpit would be). Other mods have made entire ships with their cockpits, but FotG needs to use 'show ship' to match team colors and moving external ship animations.
This PR adds a game_settings option that allows mods to set to only use 'show ship' if cockpits are enabled.
Tested and works as expected.
* simplify logic
* fix typo
An idiosyncrasy of the original implementation of `timestamp_until()` is that "immediate" timestamps that expired would be negative. Only one remaining spot in the codebase relied on this: engine wash. When #6258 fixed `timestamp_until()` to return 0 for immediate timestamps, engine wash broke. Changing the comparison from `<` to `<=` fixes it. I searched the code and there are no similar uses of `timestamp_until()` or `timestamp_since()`.
In the process of searching, though, I found two uses of `timestamp_since()` that were converted from `timestamp_until()` in PR #4286. These particular conversions more properly include the 0 rather than exclude it, so I changed these as well.
As described in #6445, the `warpIn()` script function did not work correctly for docked ships because the dock leader flag was not set. So, set the flag, but make sure to set it only for the first ship for which `warpIn()` is called. And make sure the flag is removed after the ship finishes arriving.
Also remove an `Int3()` in `shipfx_warpin_start()`. (This Int3() was not actually in the original Volition source code release.)
Fixes#6445.
* Adds particle effect offset.
* bugfixing
* Switches to a cleaner approach.
* Futureproofing for particle parenting.
* actually let's just bundle parenting into this one
* working on turrets
* grinding toward turret correctness
* still grinding toward correctness
* Gets turrets working correctly.
* Fixes merge artifact
* appeases clang-tidy
* Updates some comments.
* Updates some comments.
* Tiny bit of cleanup.
* Deduplicates comments.
* base working version of unlimited debris types
* Proper FRED support
* make qtFRED handle asteroids properly
* fix qtFRED assertion
* further clean out MAX_RETAIL_DEBRIS_TYPES
* These should be sizes not POFs
* Move this to it's own method
* convert asteroid subtypes to a vector
* unlimit asteroid subtypes
* fix some global shadowing
* signed/unsigned mismatch
* Address feedback
* Move replacement textures from ship to modelinstance
* Actually set pmi
* Fix texture replace in fred as well
* Fix bad indent
* incorporate feedback
Turn `Parse_names` into a vector and add SCP_string overloads of ship registry functions. Refactor calling code to use registry as appropriate. Remove an unused overload of `mission_parse_get_parse_object`.
There was confusion in the lighting code between light indexes and sun indexes. These are usually the same, but not always. This makes several changes to fix light/sun handling.
1. Clarify the distinction between lights and suns and add a `sun_index` field
2. Add a flags field and assign the `dual_cone` boolean to it, as well as a new glare flag
3. Determine light glare by checking the light flag, not the sun (which never worked in the first place as the `stars_sun_has_glare` function checked bitmaps rather than suns)
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.
In many calls to `ship_get_subsystem_strength`, the caller doesn't care about the actual number, just whether the subsystem type is destroyed. So this adds an optimization to check specifically for that. In the case of `SUBSYSTEM_ENGINE`, this avoids an iteration over every subsystem on the ship which, for a ship with many turrets, can be significant.
Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.
This also reduces the number of C-style casts in the codebase.
Fixes#3098. The `shipfx_eye_in_shadow` function did a collision check for cockpits, bit did not previously take into account of the viewpoint had a non-forward orientation (ie the player was using free look). This PR sets the collide check to take that into account with a 1 line fix. Tested with multiple FotG cockpits and fixes the issue.