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.
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.
Multiple issues were discovered to be from improper targeting data in multi
tracing back to the addition of multi-lock. This was due to differences in
how targeting works in single/multi and de-sync of this info between server
and client. Collecting accurate targeting data on the server and making sure
that the client will use that data resolves the tracking and sync issues.
Move Ship Files To there own folder for legibility
Set File stucture
Create Layout
Rough outline established
Ship data fully loading
limit multiselection to one type
Add in missing conditon
Add weaponlist loading and move Bank model to its own file
Delete Missed file
Fix Cmake file
Change to size_ts
Fix Arrivals
Partial Drag and drop / better multi-select
Finish drag and drop / add ammo editing
Add Saving
Feature Complete
* Back in business hopefully
* Refactor
* Resolve CI issue in aigoals.cpp
* Updating order.cpp
* Whoops
* Updated objecttypes.tbl to incorporate attack ship type
* Fix clang-tidy issue
* Forgot one other instance
---------
Co-authored-by: wookieejedi <[email protected]>
The `+Rotation Factor:` value in the ship collide section of the ships table has been around for many years, but raising that value beyond the default of 0.2 results in ship collisions that can result in the colliding ship spinning at ludicrous rotational velocities that last for over 10 seconds (this is especially evident with long ships with high speeds).
This PR adds a field after `+Rotation Factor:` called `+Rotation Magnitude Maximum:` which serves as a maximum for the resulting rotational velocity from a ship collision in degrees per second. By default this is -1 and thus disabled.
Tested and works as expected, and now properly allows mods to have ships spin out if they have collision while not spinning out at wild speeds that look immersion breaking.
* Fix engine not updating with change-ship
Yet another caveat of the change-ship function was discovered by Darius, who found that that both the 3D assigned engine sounds and the 2D throttle/cockpit engine sounds do not properly updated when a ship type is changed via sexp/script.
This PR fixes this by properly calling the respective clearing functions and it also resets the throttle sound check timestamp to ensure the 2D sounds are indeed updated on the next frame.
Tested and works as expected. Fixes#6892.
* cleanup for safety
Small one-line fix that follows up #6849. That PR removed the `!(Viewer_mode & VM_EXTERNAL))` check within a section of `ship_render_player_ship` to optimize insignia rendering, but turns out that check is needed to ensure `show-ship` properly works. This PR restores that check to fix this bug, and ideally the thoughts about slightly optimizing insignias can be considered later.
Tested and works as expected.
* Allow mods to set threshold at which shield stops taking damage
FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This is rather unintuitive especially for mods, so this PR creates a game setting value that allows mods to set this value.
Also, this PR fixes a bug where the HUD shield gauge would try and incorporate this feature but did not do it correctly. Specifically, the gauge skips shield segment rendering if the raw shield strength was 0.1 not the percent. Incorrectly using the raw value results in HUD shields being rendered (albeit faintly) even if the damage was skipping the shield and directly damaging the hull. In other words, if the shield segment was 8%, the shield segment would show faintly even the shield is skipping damage.
Tested and works as expected. Also happy to discuss or answer any questions!
* update local variable name for clarity
* rename `ship_quadrant_shield_strength`
* cleanup with updated get percent function
* more cleanup
* wording and safety tuning
* use correct default number
* Make scripting use the full-blown particle system
* Add reverse option
* Add animation reversal as an option to modern particles
* Start implementation of beam particles
* Add multi-emission particle source API for legacy particles
* Attach beam muzzle particles to the correct host
* Reorder code in order to facilitate apparent visual size as modular curve input for particles
* fix lua api
* Typo
* Fix scripting and beam muzzle particles
* Remove muzzleflash code, prepare to replace with particles
* Begin mflash effect conversion
* Pass final parameters to mflashes and fix curve
* Remove deprecated particle function
* Add debris flame particles
* remove weapon_explosion table
* Convert shield explosion particles
* Fix modular curve full inputs and convert particle curve inputs accordingly
* Allow particle volume offset and rotation with curve-based rot around fvec
* Add Ring and Point Volumes
* Convert PSPEW to new system
* Make particle curve timing aware of interp
* Update todos
* get rid of performance waste
* Add last parameter for converted pspews
* Fix pspew bugs
* Fix direction for default pspew
* Fix order for voluem rotation
* particle vel interp
* particle vel interp 2
* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt
* fix scripting particle lifetime
* Allow beam muzzle particle override
* Skip invalid pspews
* remove pspew dcf code
* Fix sparkler stretch
* Correct sparkler bia
* General sparkler weirdness
* Tune distribution of sparklers
* Convert Asteroid particles
* Fix conversion warning
* Fix conversion warning again
* Fix conversion warning again again
* Really clang?
Add several API features to improve scripting support for subsystems.
1. A `CanonicalName` virtvar to provide a clear way to get subsystem names for indexing and referencing
2. `Submodel` and `SubmodelInstance` virtvars to get the submodel information associated with the subsystem, if it exists
3. A `getSubsystemList()` function to provide a subsystem iterator
* AI Cleanup and Flag Fixes
This PR does 3 things.
1) Cleanup `ship_subsystem_in_sight` so it properly returns a bool, which is the return type of the function. Also update `ai_big_maybe_follow_subsys_path` to be a bool instead of int.
2) Adds `+subsystem attack pathing extra distance:` for use within `"$improved subsystem attack pathing:"`. FotG found, especially with the new strafing values we use, could really use the ability to set at what distance `ai_new_maybe_reposition_attack_subsys()` determines if it wants to pick a new point or not. By default the value was 2000.
3) In FotG we started using the `standard_strafe` mode more now thanks to #6511, but we have now discovered some inherit issues with it, namely that it will prematurely trigger `ai_big_strafe_maybe_retreat` because the distance it uses for determining if a collision is going to occur is `dist_normal_to_target`, which commonly resulted in the AI flying to a point to start a strafe, then thinking it would collide with the target and then retreating from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. This PR adds a flag which instead uses the `distance_to_target` and a check to see if the ship is even facing the target.
Overall all are tested and work as expected. Happy to change or tune however requested, especially regarding point 3.
* clang cleanup
* cleanup copy paste name
* remove un-needed exposed float
* Two Sound Updates
On current master, destroyed engines still make noise and the `Engine Minimum Volume` is not used by big ships. This PR makes two new game settings flags which allow mods to mitigate those issues (`$Unify minimum engine sound:` and `$Disabled engines are silent:`).
Tested and works as expected.
I also added both of these to the 25.0 default, but happy to alter however.
* disabled eng snd does not need flag fix
* ensure retail large ships still sound loud
* Allow ship debris pieces hitpoints depend on radius
Currently, ship debris pieces have their hitpoints set via a Max and Min range. This constricts modders by needing all debris pieces to have somewhat the same size, otherwise the uniform random hitpoints assignment will could make small pieces much stronger than big pieces.
This PR adds a new field `+Hitpoints Radius Multiplier:` which is just a value that multiplies the debris radius, this value, and the debris hitpoints to calculate a final hitpoints value for the spawned debris piece.
This multiplier thus allows modders to have debris pieces that are very large have much strong hitpoints then debris pieces that are very small.
* incorporate feedback fix
* match other logical checks
* 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
If a ship changes class, the dockpoints on the new model may not match the dockpoints on the old model. This is most likely to happen when changing a docked ship in FRED to an incompatible ship class, but it can also happen when using the `change-ship-class` SEXP. So check the dockpoints, update them if they should be updated, and undock them if they can't.
* 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
PR #6598 caused eyepoint normals to be used for viewing direction, whereas previously the host object's orientation was used for viewing direction. Since this could cause compatibility issues, return to the previous behavior and make the new behavior depend on a flag that is set in post-25.0 builds. (This only applies to eyepoint normals; eyepoint *positions* were respected both before and after #6598).