Goober5000
44ce5e9b00
handle invalid gamesnds
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If an entry in a game sound fails to load, mark the sound as invalid and don't try to load it afterwards. This is the "permanent fail" fix for #3388 .
2021-09-03 19:10:31 -04:00
Asteroth
47f84846e3
fix collision retiming to never be in the future ( #3599 )
2021-08-12 17:21:22 -04:00
Birk Magnussen
aee9dc6910
Fixed bad stepAnimations call, added initial-type optimizations
2021-08-09 14:36:57 +09:00
BMagnu
9c3b90f403
Merge branch 'master' into anim_rework_1
2021-07-23 03:18:32 +09:00
PhantomHoover
84b25b52d7
Be smarter about when we try to run scripting hooks: don't even bother trying if no scripts are even registered to run on them. ( #3538 )
2021-07-02 22:50:53 -04:00
wookieejedi
ccf0e7eb04
Merge pull request #3510 from wookieejedi/add-extra-script-sound-enums
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Add More Options to Scripted Persistent Sounds
2021-06-22 18:37:20 -04:00
Goober5000
e4f9ca05c5
clang
2021-06-22 02:05:26 -04:00
Taylor Richards
0160fac2ff
Refactor hud escort list to be less crazy ( #2922 )
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* refactor hud escort list to be less crazy
- don't keep rebuilding list
- add and remove ships more efficiently
- better handling of player ships in multi (fixes #1674 )
* fix sorting issues
- incomplete priority sort
- reversed alpha sort
* fix additional sorting issue
* improve safety check in list sort function
* add safety checks to hud_add_ship_to_escort()
this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously
* remove entries properly in hud_add_remove_ship_escort()
2021-06-22 01:34:06 -04:00
Goober5000
cc2d06d37c
correctly handle non-looping sounds when they have finished playing
2021-06-22 01:24:39 -04:00
wookieejedi
c5b29c62c6
incorporate feedback
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More modifications are still needed though, so keeping in draft status
2021-06-22 00:11:28 -04:00
Goober5000
e2585a9a0e
change secondary_point_reload_pct to be dynamic and to not rely on MAX_SLOTS
2021-06-19 23:23:53 -04:00
wookieejedi
03d51ba400
appease clangtidy
2021-06-17 17:23:01 -04:00
wookieejedi
def814fa4e
fix typo
2021-06-17 17:01:53 -04:00
wookieejedi
11c5af39d8
Add More Options to Scripted Persistent Sounds
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This adds two new enums to persistent sounds which can be utilized by scripts.
1. OS_PLAY_ON_PLAYER, which allows persistent sounds to play on the player's ship.
2. OS_LOOPING_DISABLED, which allows the scripter to set the sound to play once and not have to then call `removeSound` later. Very handy for playing an assigned sound once with one line.
Tested and everything works as expected.
2021-06-17 16:58:25 -04:00
Goober5000
131fadfab3
fix to #3476
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The default sound position should be the zero-vector, not nullptr. Also, this adds a bit of extra type safety.
2021-06-13 15:35:44 -04:00
Baezon
4457471ec5
Merge remote-tracking branch 'upstream/master' into better-damage-type-handling
2021-06-09 17:24:11 -04:00
Goober5000
128107ea43
Merge pull request #3476 from Goober5000/script_obj_sound
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add scripting functions to control sounds assigned to objects
2021-06-09 16:00:53 -04:00
Asteroth
c840d3e032
Add No_shield_damage_from_ship_collisions flag ( #3480 )
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* add All_ships_take_hull_damage_from_collisions flag
* rename flag and apply flag to debris and asteroid hits
2021-06-09 15:49:35 -04:00
Goober5000
35a09527e5
another #include
2021-06-09 11:52:00 -04:00
Baezon
37c5041c03
improve damage type handling when dealing damage
2021-06-09 03:30:52 -04:00
Birk Magnussen
384b2e20c7
Integrate Initial Type animations
2021-06-08 21:28:15 +09:00
Baezon
6c399ccace
fix accelerating weapons culling
2021-06-06 12:23:02 -04:00
Goober5000
3c553665aa
remove the 'main' argument from obj_snd_assign
2021-06-05 17:40:58 -04:00
Asteroth
80f4f1abde
add weapon ambient sound ( #3452 )
2021-05-30 16:02:24 -04:00
Asteroth
edcdbd02b6
fix bug where shields could be pierced ( #3448 )
2021-05-28 11:10:18 -04:00
Asteroth
d49e24fa0c
Add healing weapons ( #2873 )
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* basic proof of concept: healing weapons
* implement healing weapons
* remove unused parameter
* travis
* more travis
* endless travis
* earlier multi client return
* update find_submodel_instance_world_point
* review tweaks
2021-05-25 23:03:20 -04:00
Goober5000
a5f501b58a
Merge pull request #3350 from Baezon/fog-setup-fixes
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Some fixes to nebula fog set up
2021-05-24 16:07:11 -04:00
Asteroth
5f8cdb37bd
'const vel' is the important quality here, not 'laser' ( #3442 )
2021-05-22 22:48:56 -04:00
JohnAFernandez and Asteroth
47f6d2b368
Add guardrails to object cleanup during object creation ( #3371 )
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* Prevent Crashes from Weapons being deleted during the collision process
This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.
* Remove Problematic Assertions and INT3's
Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.
* Simplify Code with a good suggestion
Co-authored-by: Asteroth <[email protected] >
Co-authored-by: Asteroth <[email protected] >
2021-05-05 00:52:11 -04:00
Baezon
6ec1f45997
neb fog set up fixes
2021-04-01 02:17:49 -04:00
JohnAFernandez
42c19cdfee
Fix Missile Syncing Between Server and Client
2021-03-23 20:31:04 -04:00
Baezon
3810b039f5
Merge remote-tracking branch 'upstream/master' into exponential-fog
2021-03-20 10:39:41 -04:00
JohnAFernandez
5bb934119c
Limit instances of Client Collisions to Avoid Instant Death ( #3164 )
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* Limit instances of Client Collisions to Avoid Instant Death
* Set timestamps correctly (take 2)
* Handle server check the same everywhere
* Clearer Logic Here
2021-03-18 17:24:08 -04:00
JohnAFernandez
609ed4ed94
Remove the fireball limit ( #3224 )
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* Remove the fireball limit
* Handle Feedback
(Without the main PC, so really hoping I don't do any typos)
2021-03-17 14:21:06 -04:00
Baezon
f5e32fa1a2
Merge remote-tracking branch 'upstream/master' into exponential-fog
2021-03-15 02:27:22 -04:00
Baezon
cf3ce54038
comment clarity
2021-03-07 14:20:55 -05:00
Baezon
3c53b74e5e
switch to exponential nebula fog
2021-03-04 23:02:24 -05:00
Baezon
0fcfe68164
add self-damaging weapons
2021-03-03 11:08:04 -05:00
JohnAFernandez
19c19f1262
Remove the Unused Just_updated Flag
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This flag is vestigal. It was likely used in the FS1 codebase and then was not removed by the rushed FS2 multi team. Whether or not an object uses physics_sim is determined earlier in `multi_oo_is_interp_object()`
2021-02-03 18:00:16 -05:00
Asteroth
1d131403d5
Merge pull request #3176 from Baezon/damage-incidence-angle
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Angle-based damage multiplier
2021-02-01 20:54:20 -05:00
Goober5000
868715867d
Merge pull request #3056 from Goober5000/model_rotation_arbitrary_axis
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Allow submodels to rotate around an arbitrary axis
2021-01-31 13:17:27 -05:00
Baezon
76d295d2bc
Merge remote-tracking branch 'upstream/master' into damage-incidence-angle
2021-01-27 12:47:55 -05:00
Goober5000
6d9e9a2e3d
add collision group checks to debris
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Collision groups were checked between ships, weapons, and beams, but not debris. This adds debris.
2021-01-24 01:07:11 -05:00
Goober5000
020f14fb51
allow rotating submodels to rotate around an arbitrary axis
2021-01-13 14:01:28 -05:00
Goober5000
98e501acc7
remove the orientation field for submodels
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Change the `orientation` field to `frame_of_reference` and remove it from submodel instance calculations.
2021-01-13 13:52:48 -05:00
Baezon
4bf93e08df
fix collision culling for slow weapons
2021-01-11 00:45:42 -05:00
Baezon
e10522a2c7
safety for check_for_docking_collision
2021-01-06 13:18:27 -05:00
JohnAFernandez
ecf2dfb8f9
Update Comments for #548
2021-01-03 22:28:18 -05:00
Birk Magnussen
4bc3ac8bee
More Assertions 2
2020-12-28 19:34:30 +09:00
Birk Magnussen
5b12b84c57
More Assertions
2020-12-28 19:32:05 +09:00