In the submodel reorganization in commit 575c050da4, subobject movement was moved out of the AI pipeline, which inadvertently removed the play-dead check that prevents subsystem movement. This broke a few missions such as Scroll's 'Thor's Hammer'. This PR restores the check.
Fixes#4933.
* Add Option to allow weapons that hit player to place per-weapon sound
Weapons that lasers or missiles that hit the player also play a hard coded sound, which is not ideal when trying to give valuable audio feedback to player.
This PR allows modders to stop the behavior and have the weapon class impact sound specified in the weapons table play instead of the hard coded sounds.
Tested and works as expected.
* add per class shockwave and weapon sounds
* naming update
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
* Fix crashes with sssi
We need to init in both places to avoid purging goals before ssi is set.
* Make sure we adjust for the wingp->special_ship--
Make sure we adjust sssi on ship death
* Enable clients to move turrets
This allows clients to user server data to move turrets according to the timing and target data on the server. Uses a small packet to do so.
Gather all the mission initialization code into a common function for clarity and ease of expansion. Previously, the various parsing routines contained initialization as well as parsing. As a bonus, quite a few redundant initializations are streamlined.
* proof of concept
* Account for shadows
* Option to tie individual HUD gauges to the cockpit option
* Do this in a more user-friendly way
* Address feedback
* Add maximum self repair percentages for health and subsystems
Adds two new options to help with the automatic self repairs for hull and subsystems: `$Hull Self Repair Maximum:` and `$Subsystem Self Repair Maximum:`. These values allow mods to specify how much a ship's hull or subsystem can self repair to, which is very useful to have some auto repair but not enough to make the hull or subsystem 100%.
Also cleans up the `ship_auto_repair_frame` function with removing un-used define values, improving comments, and making formatting consistent. Also updates the parse sections of repair rate for hull and subsystems to print to the log if values are being clamped.
Probably easiest to review with hiding whitespace changes.
* update local names to be easier matches to surrounding code
* incorporate feedback
Add back in define, fix == 0 checks, and fix edge case logic bugs
* Fix subsystem change handling code
Make sure that subsystem help actually gets updated.
* change from pointer to literal
I had decided to use `new` in the past when I was less experienced. So this changes it back to regular angle variables.
(And White space fix requested by Wookie)
1) Add the "no-thrusters" ship flag to the list of flag that can be used by alter-ship-flag or the ship's setFlag function
2) Add a `FireRateMultiplier` virtvar to control the firing rate of turrets (fulfills #4300)
3) Add a `setGlowPointBankActive` function to do the same thing as `activate-glow-point-bank`/`deactivate-glow-point-bank`
* Fix VS Warning
If this is trivial and not needed feel free to dismiss, but this one-line PR simply fixes a warning that keeps showing up when building with VS.
* individually cast
* cleaner fix
* Add deferred cockpit lighting
* Put deferred Cockpits behind a flag
* (hopefully) fix bad in-case initializer
* clear non base color buffer in subsequent deferred passes
* Proper deferred Cockpit rendering
* undo whitespace changes
According to EatThePath's frame profiling, this one ship name lookup takes 2% of the frame time. It can be easily optimized by making use of the ship registry.
* Auto Truncate default ship names
Previously, placing a ship that had a long class name might create a default name that was too long and thus trigger a buffer overflow assert.
Such behavior was confusing if someone was just placing things in FRED and not sure at all what happened or how to fix it.
This PR replaces the assert with code to auto truncate the ship class part of the name to ensure that the default name will fit into the designated size.
* change var name
Floating-point comparisons are tricky beasts. See this article for a good summary of the issues involved:
https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
This PR improves support somewhat, although there are obviously situations in the code (such as comparisons to 0) that should still be addressed. This PR makes the following improvements:
1) Tightens the threshold on `IS_VEC_NULL` and `IS_VEC_NULL_SQ_SAFE` from 1e-16 and 1e-36 to FLT_EPSILON
2) Tightens the threshold for parsing `turn_time` in POFs
3) Restores the previous implementation of `fl_equal`
4) Adds a dedicated `IS_MOI_VEC_NULL` for moment of inertia values
5) Improves documentation
Follow-up to #4535 and #4443.