If the `cancel-future-waves` sexp is called when a wave is not present, it would previously not handle wing cleanup, such as setting flags and updating the mission log.
* Allow 'No Impact Debris' to also apply to explosions
The ship/subsystem flag `no impact debris` prevents the default debris shards from spawning, which is very valuable especially now that impact effects can be completely customized via the -particles table. Now that particle effects are also an option for ship and subsystems explosions, it is also invaluable to have the ability to turn off the spawning of shards when either of those explosions happen.
This PR uses the same flag of `no impact debris` and simply does not spawn the default shards for ship explosions or subsystem explosions of that flag is enabled. I thought about adding two new flags, but that would add to the flag clutter, and most folks who use these flags to turn off impacts I would estimate also want them off for actual explosions. Also, a new flag called `no explosion debris` would likely be confusing, so if a new flag were to be added it should be called something like `no default explosion debris shards` or something. Overall I've opted with the simpler and cleaner solution to just have it all under the impact flags. If two new flags are desired though I can easily add them.
Tested and works as expected.
* throw clang a bone
* use two different flags
* update flag name
* typo and logic fix
* allow custom generic debris to always work
* update to better methods
* cleanup logic
* clang
`optional_string_either` advances the parser by default, but `required_string_either` does not advance the parser by default. So be sure to advance the parser here.
Followup to #7069.
For type safety, use enum class rather than int.
Also make a few miscellaneous tweaks such as adding a new casting macro and making detail level settings a bit cleaner.
Docked wings are created with a sort of reverse-bootstrapped initialization sequence, since normally wings are created first and the wing creates the ships. Issue #7041 found a hole in this sequence, as the mission log entry was added before the IFF was assigned. Fix this bug, and potential future bugs, by moving the assignment of certain fields to immediately before the docked wing is brought in. AI can't be moved that easily, so fix AI setup by calling a separate function.
Fixes#7041.
It's possible for ships to be designated as arrival or departure anchors when these ships do not actually have hangar bays. This cannot normally happen in the interface but can happen when missions are edited in a text editor, or are imported, or the modpack is changed. So add warnings and checks for this situation.
Missions with invalid anchors would previously cause crashes, so update the anchor code to fail gracefully:
1. Negative anchors (especially -1) could trip up the bitwise-AND in the mission saving code, so check for negative anchors *before* checking the special-anchor flag
2. In the event a mission runs with a negative anchor (which shouldn't happen because even `<error>` is added as a recognized anchor), handle the situation with if()s as well as Asserts
* Add parent / host input curves
* reorder some includes to allow particles access to ship.h
* Allow modular_curves to deal with functions returning optionals
* Add convenience function to return an optional from an objp and an instance type
* Add a bunch of particle curve inputs
* Fix internal linkage warning
* Add hitpoint and shield fraction (albeit limited to ships)
* Switch to using signals/slots rather than connect
* Adds coloured persona box
Adds coloured persona box/ fixes persona loading, and reduces amount of data reset on model change
* Update To new flags widget
Updates To new flags widget this reqires moving several non flag items to other dialogs, which also lead to adding a new feature that lets a custom guardian threshold be set in editor
* Switch to size_t
* Make Mission Spec work with changes to Flaglist
* Remove Duplicate member
* Clang Appeasement
* Make static
* Properly initialise guardian threshold
* Convert Player Orders dialog to Checklist box
Unfortunately also formats Shipeditordialogmodel
* Update Custom warp to modern style
* Update Initial status to modern style
* Missed a file
* Update Ship Flags Closing
* Remove QT Code from model
* Update Ship Goals Closing
* Update Special Stats Closing
* Minor Changes
* Replace Paths Dialog With generic checkbox dialog
* Update Texture Replace to modern style
* Cast to int
* Initialize then append
* Clang Fixes
* Two didn't save
* More Clang
* Tighten NOLINT's
* Remove dead code
* Change to built in buttons
1. Add new SEXP operators for setting and fading poofs that will work with one or more arguments, or no arguments (which will affect all poofs at once).
2. Update SEXP help, including clarification that the three `nebula-change-` operators require a nebula to be active to have any effect.
By default, the player's wing will be issued a form-on-wing order at the beginning of the mission if the wing has no other initial goals. Wings in the "starting wings" list that are not the player's wing will also be issued this goal if they arrive after mission start and have no other initial goals. This PR adds a flag to disable this behavior.
From Sept 15 onward in fast debug I hit this error when using weapon create
ASSERTION: "cur_frame < part->nframes" at particle.cpp:371
Assert: "cur_frame < part->nframes"
File: particle.cpp
Line: 371
Thanks to lafiel, `that assert should have an `|| (part->nframes == 0 && cur_frame == 0) appended beaause while we need to stay inbounds for animations, frame 0 for both is valid for static images`
The `$better combat collision avoidance for fightercraft:` flag is incredibly useful in preventing AI from hitting large ships while attacking, and the ability to tune the collision avoidance aggression factor further helps mods tune behavior based on their ship speeds (tuning that value is via `+combat collision avoidance aggression for fightercraft:` ). Nevertheless, the improve collision avoidance still is not performed for that actual fightercraft's actual target, so there can be situations where a fast fighter attacks a large ship with high speed, and then when that fighter break off from the attack they turn directly into the large ship's hull. Allowing the target to be incorporated into the `better_collision_avoidance_triggered` check prevents this from happening. To allow the target to be a part of the checks we just simply need to not pass an 'ignor_ship` argument to `maybe_avoid_big_ship`.
This PR adds that ability via flag. This new flag is tested and works as expected. For example, without the flag a squadron of TIEs in FotG would literally ram themselves to death attacking some of our larger capital ships because they would break off attack too late, but with this flag they no longer accidentally collide at all. In discussion with Asteroth it was decided to make this enhanced behavior behind a flag, too.
This PR also fixes a small oversight from the original #2810 where `next_check_time` was never actually used within the `else` block of `maybe_avoid_big_ship`.
* Make particles aware of the effect that spawned them
* Allow modular curves to call global functions from submember inputs
* Add more in and outputs for particle lifetime curves
* Allow post-curve velocity as a curve input
* fix warning and incorrect assig
* Disable CheckTriviallyCopyableMove
* Clang Tidy
Beams in general, and slash beams most likely, can collide with the edge of a model, which will cause a non-normalized vector assertion when particle effects are created. So comment out the normal assignment until a more comprehensive fix can be coded.
When `$Contrail Speed Threshold:` and `+Volumetric Nebula:` are used in a mission, builds since 23.1 would throw an error, since the fields were loaded in a different order than they were saved. It turned out that the save order was the correct order, so this fixes the load order.