* Fix crash when clicking inside the hud area but not on a gauge
* add dogfight_variant weapon flag for sorting purposes
* fix weapon display for default hud and skip dogfight weapons on auto-select
* cleanup the mouse check function
* 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
* Mod Specific Visual Culling Size for Lasers
Currently, lasers will not render if the length or both head and tail radii are < `0.0001`. This is very small, and in many mods the smallest visual size is `0.01`, so this PR exposes that culling size value to allow mods to optimize and tune visual culling of lasers, which can be quite useful especially in laser heavy missions.
* update names
* actually push all files
* Fix some issues preventing various secondary types from firing in the lab
* Add ability to fire turrets from the lab
* const char*, mjn please
* more cleanup
* range-based for loop
* Update comment
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.
* 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 scaling for vfnts and scale multipler to gr_string
* nullptr
* Add scaling to a couple other string operations
* Add scaling features to additional bitmap drawing methods
* Implement framework for rendering hud gauges in config mode
* fix merge error
* address feedback
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.
* 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
* 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]>
Many beams are lumped into the #Primary Weapons section of weapons.tbl, which will mark them as WP_LASER. Fix the few instances of code that are intended for beams that may have omitted most beams by mistake.
Randomization of weapon impact particle radius is also affected, but since this affects existing visual effects, it was not changed.
1. Don't set the `can_use_for_bank` flag to FALSE if the bank is primary but the weapon is secondary, or vice versa
2. Make sure to only restrict the weapons by bank if the ship has per-bank restrictions
In support of this, add `is_primary()` and `is_secondary()` helper functions to `weapon_info` and use them in logical places.
Follow-up to #6434. Fixes a few subtle bugs from that PR.
* 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.