BMagnu
391de411ee
Vectorize IFF Defs for unlimited IFFs ( #3634 )
...
* make IFF limit a vector
* Also change QTFred
* Warnings
* remove decltypes, wrap arrays in unique_ptr
2021-09-30 14:17:28 +09:00
Goober5000
49bab8fe83
add hide-in-mission-log ship flag
...
This flag causes any events involving this ship to not show up in the mission log.
2021-09-11 23:43:30 -04:00
Goober5000
562522e098
match wing names and aliases on the status gauge
...
If a wing has a hash symbol, it needs to match the squadron status gauge for the equivalent name without the hash. This could happen for in-mission jumps or cases where a wing leaves and comes back.
Also remove an obsolete function.
2021-09-05 14:12:08 -04:00
Goober5000
10b357172a
improve and expand logging
2021-08-11 02:50:07 -04:00
Goober5000
f8c41ac377
improve logging of ship creation and cleanup
...
It's useful for *all* ship cleanup to be logged, not just big/huge ships. And by extension, it's also useful for ship creation to be logged.
2021-08-09 01:43:07 -04:00
Asteroth
7fe62aabcd
Add some chase view Improvements ( #3571 )
...
* improve chase view cam
* fix comment
* comment description of acceleration
2021-08-05 11:09:08 -04:00
BMagnu
6b5124a8ad
Merge pull request #3582 from BMagnu/anim_rework_1_fixes_3
...
Animation Rework Phase 1 Fixes #3
2021-08-03 11:15:46 +09:00
Birk Magnussen
d92fab80ef
Find turrets by sip name (since index can change) and make pointers shared
2021-08-02 22:35:41 +09:00
BMagnu
dabdc871a6
Merge pull request #3579 from BMagnu/anim_rework_1_fixes_2
...
Animation Rework Phase 1 Fixes #2
2021-08-01 14:39:38 +09:00
Birk Magnussen
45c904c25e
Fixed memory issue and turret-specific animation handling cases
2021-07-30 17:08:24 +09:00
Asteroth
1306a23fd4
Merge pull request #3568 from Baezon/fix-turret-flags-no-parse-object
...
Move some flag setting to subsys_set()
2021-07-28 03:15:58 -04:00
Goober5000
482cc7d7a6
fix Time To: Unknown on the HUD
...
PR #3064 inadvertently caused all goals to display Time To: Unknown, even though time was only supplied for docking and waypoints. This restores the original behavior where the Time To: line simply wasn't displayed.
2021-07-25 15:29:24 -04:00
Baezon
d05b3fa637
handle beam free all in subsys_set
2021-07-25 11:15:01 -04:00
BMagnu
226d51c214
Merge pull request #3500 from BMagnu/anim_rework_1
...
Animation Overhaul: Phase 1
2021-07-23 23:59:26 +09:00
Baezon
65fa916cba
move some flag setting to subsys_set
2021-07-22 15:29:22 -04:00
BMagnu
9c3b90f403
Merge branch 'master' into anim_rework_1
2021-07-23 03:18:32 +09:00
Birk Magnussen
3b0e02545e
Move Animations from ship* to pmi*
2021-07-23 03:12:54 +09:00
Baezon
9e6e1ef123
clang tidy
2021-07-22 12:00:00 -04:00
Baezon
2e4e9855bc
ensure p_objp is not null
2021-07-22 01:59:26 -04:00
Baezon
a3513c38b6
Merge branch 'master' into ballistic-beams
2021-07-21 02:59:33 -04:00
Baezon
5b316a562d
clarifying comments
2021-07-14 00:22:46 -04:00
Baezon
3481032ae5
add num_firepoints_burst_shots flag
2021-07-08 17:08:56 -04:00
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
Asteroth
e287c575ce
Merge pull request #3534 from Baezon/bugfix-initial-shield-strength
...
Initialize `n_quadrants` before setting shield strength
2021-06-25 14:24:01 -04:00
Baezon
63b0f0a373
bug fix initialize n_quadrants before setting shield strength
2021-06-24 18:44:25 -04:00
Asteroth
c464a1cd4c
Merge pull request #3532 from Baezon/bugfix-ai-multilock-no-dumbfire
...
Bugfix with ai multilock and no dumbfire
2021-06-24 18:28:50 -04:00
Baezon
292f1547c4
initialize shield regen hit delay
2021-06-24 17:38:00 -04:00
Baezon
31fa21bbf1
bugfix ai multilock and no dumbfire
2021-06-24 01:29:11 -04:00
Asteroth
4aeaabf337
Merge pull request #3529 from Baezon/shield-regen-hit-delay
...
Add shield regen hit delay
2021-06-23 16:02:15 -04:00
Asteroth
589071ac46
Merge pull request #3183 from Baezon/ai-multilock
...
Add AI support for multilock
2021-06-23 02:15:07 -04:00
wookieejedi
ccf0e7eb04
Merge pull request #3510 from wookieejedi/add-extra-script-sound-enums
...
Add More Options to Scripted Persistent Sounds
2021-06-22 18:37:20 -04:00
Goober5000
cc2d06d37c
correctly handle non-looping sounds when they have finished playing
2021-06-22 01:24:39 -04:00
Baezon
8e2d93211c
add shield regen hit delay
2021-06-21 21:01:51 -04:00
Goober5000
823c76ec22
Merge pull request #3064 from z64555/feature/time_to_goal
...
Feature/time to goal
2021-06-21 11:48:05 -04:00
Goober5000
a75ad91518
Merge pull request #3469 from Goober5000/external_submodel_offset
...
Add external weapon model angle offset
2021-06-21 11:17:00 -04:00
Baezon
00f7f13371
Merge remote-tracking branch 'upstream/master' into ballistic-beams
2021-06-20 22:09:16 -04:00
Asteroth
814d44c986
Add weapon optimum range for AI fighters ( #3457 )
...
* add weapon optimum range
* review tweaks
2021-06-20 20:52:02 -04:00
Goober5000
07312ff4c0
add code for actually rotating the external models
2021-06-20 00:45:38 -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
Baezon
d2c24efeff
properly handle death due to negative hull repair rate
2021-06-18 16:50:55 -04:00
Birk Magnussen
bd6dae97a7
Fixed Code for GCC and C++11
2021-06-16 02:10:30 +09:00
Birk Magnussen
d0948e67e3
Tidy up some new code into separate functions
2021-06-15 13:27:08 +09:00
Goober5000
74233c029c
Merge pull request #3487 from Goober5000/move_engine_sound
...
center the persistent sound by default
2021-06-13 00:18:47 -04:00
Birk Magnussen
a9e5505a7c
Added Comments, light refactoring
2021-06-11 13:39:55 +09:00
Asteroth
1525b520d7
Merge pull request #3483 from Baezon/better-damage-type-handling
...
Improve damage type handling when dealing damage
2021-06-10 18:53:39 -04:00
Goober5000
1843f76d04
center the persistent sound by default
...
The assumed location of a ship's "EngineSnd" is at its rearmost extent, which is fine for ships with engines, but not suitable for stationary objects such as space stations and comm nodes. If the ship doesn't have an "engine" subsystem, place the persistent sound in the center.
2021-06-10 18:44:46 -04:00
Asteroth
e4661b00b1
Add Type 5 beams ( #2817 )
...
* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes
2021-06-09 18:53:53 -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
...
add scripting functions to control sounds assigned to objects
2021-06-09 16:00:53 -04:00
Baezon
37c5041c03
improve damage type handling when dealing damage
2021-06-09 03:30:52 -04:00