Commit Graph
1159 Commits
Author SHA1 Message Date
z64555 4153aa80a9 Harmony to 1163's malady
* Looks like a shallow copy wasn't enough, so this fix creates ship_weapons::clear() which is called by ship_weapons's constructor and by ship::clear().
2017-01-31 12:04:32 -06:00
Goober5000 2a574ef267 some riffs on PR #806 (#1163)
In ship::clear(), The E removed

memset(&weapons, 0, sizeof(ship_weapon));

but did not add a corresponding

weapons = ship_weapon();

This fixes that.  Additionally, this PR removes one of the two uses of ship::clear() by tweaking hud_observer_init.  Originally, the code used memcpy, but if the assignment operator works for ai_info, it should be suitable for ship too.
2017-01-29 21:58:15 -08:00
asarium 4a9f1a2d56 Fix the rest of the string conversion warnings 2017-01-05 00:15:01 +01:00
Fabian Woltermann 94b6a418c7 Merge pull request #1129 from SamuelCho/model_code_cleanup
Model code cleanup
2017-01-03 08:44:03 +01:00
Samuel Cho 347dca5e60 Renamed draw_list to a more descriptive model_draw_list. Removed unlit maps since those aren't needed anymore. Changed transforms in model_draw_list to use the transform_stack instead of using duplicate code. Removed some unused graphics code. Fixed scaling when using batched transforms. 2017-01-02 20:15:37 -08:00
Fabian Woltermann 876922c547 Don't do autorepair if we're already dead 2016-12-29 21:17:36 +01:00
asarium 6922d3ca2c Integrate the existing monitor system into the new tracing system
This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
Fabian Woltermann ba1674a9d3 Merge pull request #1090 from asarium/fix/extraGccWarnings
Enable extra GCC and Clang warnings again
2016-12-20 17:52:10 +01:00
MageKing17 d8e7b95e07 Make ship_fire_secondary() call into the scripting engine earlier.
Swaps the order of the scripting call block and the cycle-to-next-bank-if-out-of-ammo block so that e.g. "$On Weapon Fired:" scripts for a specific weapon type (which checks the currently-selected bank) will work properly when firing the last missile in the bank. Fixes issue #1091.
2016-12-15 18:03:11 -08:00
asarium 865946b97d Fix misleading indentation warning 2016-12-14 11:15:21 +01:00
Goober5000 1a898ac834 jettison-cargo sexp
Upgrades and deprecates the original jettison-cargo-delay sexp by removing the unused delay parameter and adding a new parameter to control the speed of jettisoning.  It further fixes the physics calculations by using the dockpoint normal instead of the vector between the center of the host ship to the center of the cargo.

See also the thread on HLP: http://www.hard-light.net/forums/index.php?topic=92844.0
2016-12-04 21:31:52 -05:00
z64555 b0d9c53688 Remove duplicate function get_max_shield_quad() 2016-11-25 15:07:37 -06:00
niffiwan 7b324b7153 Keep Appveyor happy 2016-10-16 20:14:30 +10:00
niffiwan bf21913708 Updates to max shield recharge fix
Use a helper function in appropriate places, add comments where not
Avoid a potential div/0 & add Assertion to shield_get_max_strength
2016-10-16 16:31:11 +10:00
niffiwan 4c44934d7a Fix issues with $Max Shield Recharge
Fix unlimited transfer of energy to shields (energy lost)
Fix thresholds in ai balance shields, rearm timer & call4help
Fix scaling in shield pain flash
Fix variable number of shield segments in shield pain flash
Lastly includes formatting tidy-up in shield pain flash
2016-10-15 20:01:07 +10:00
asarium 1d16bb2a04 Fix TTF rendering on cockpit displays
I needed to disable backface culling but I don't think it actually
matters.

Fixes #1038.
2016-10-14 18:39:24 +02:00
DahBlount 8bebea455a Make linked/dual fire consistent
Make sure we've got initialized values in the secondary pattern indexes
for a ship_weapon and also allow linked/dual fire to be in sequence
instead of swapping in the base weapon at the beginning of each pattern
loop.
2016-10-10 01:24:25 -06:00
niffiwan d96a8d031a Add alternate pof for use in techroom
Designed to work around issues with gunpoints on animated subsystems,
and those gunpoints being in the "triggered" position, and thus there's
lines pointing to empty space in the weapon loadout screen.

Use this to specify an alternate model that has the gunpoints in the
"correct" position.
2016-10-08 21:42:32 +10:00
asarium 6dbf200cc3 Move lua to scripting folder 2016-10-03 21:38:29 +02:00
MageKing17 5d990772b5 Fix previous_primary_bank and previous_secondary_bank.
previous_primary_bank was only getting set if the ship had a ballistic weapon or if secondary banks were changed, so previous_secondary_bank wasn't getting set at all. I fixed the second problem my simply using the correct variables, and the first problem by consolidating the ballistic and non-ballistic code so that there was less code redundancy (without that redundancy, it's unlikely the mistake would've been made in the first place); I figured this was a better solution than just copying the code to set previous_primary_bank into the non-ballistic codepath.

Also simplified the code for setting the previous weapon bank according to asarium's suggestion.
2016-09-30 14:51:32 -07:00
Goober5000 d9c9647919 Merge pull request #947 from MageKing17/cleanup/miscellaneous
Some miscelleaneous cleanup commits.
2016-09-17 23:15:17 -04:00
MageKing17 bce17561ed Change pointless .size() calls into .empty() calls.
The codebase had quite a few instances of .size() being called and then checked to see if it was 0 or not (or less than 1, or greater-than-or-equal-to 1, which are basically equivalent), when .empty() could be called instead (negated or not, depending on what the original condition was).
2016-09-07 18:36:12 -07:00
MageKing17 634a8a06fc Actually initialize Ignore_List.
Ignore_List (the list of flags used to determine if a ship is an invalid target) was originally a statically-initialized bitfield stored in an int; the new bitset flags code added a set_default_ignore_list() function to provide the default values, but then forgot to call it anywhere. As a result, "hidden-from-sensors" (and the other, less-likely-to-be-noticed flags) was having no effect on the player's ability to target anything. This adds a call to set_default_ignore_list() to ship_init() so that the original functionality is restored.
2016-09-07 17:52:45 -07:00
Goober5000 c14af70287 all the goal infrastructure for chase-ship-class except for the actual chase logic 2016-09-05 02:35:23 -04:00
Fabian Woltermann d53074c9ea Merge pull request #931 from Goober5000/minor_aicode_tweaks
minor tweaks and adjustments to AI goal code
2016-09-05 08:17:13 +02:00
Goober5000 1d3ff1b6c0 minor tweaks and adjustments to AI goal code
A few things I noticed while working on ai-chase-ship-class, split out into a separate PR.  Some code is reordered, some is cleaned up; nothing too extensive.  The most notable changes are a) the modification of the Ai_goal_text function to work on the AI_GOAL_X #define directly rather than unnecessarily calculate the bit; b) changing the HUD text of "fly to ship" to "rendezvous with" plus the ship name; c) adding a Warning in ai_update_goal_references; and d) changing ship_name to target_name in ship_return_orders for clarity
2016-09-02 23:25:46 -04:00
asarium 29a74af3bd Create ship death particle effect 2016-09-02 11:39:51 +02:00
asarium c112f093a8 Add ship explosion particle effects 2016-09-02 11:05:03 +02:00
Fabian Woltermann 99a59efdbf AI Goal flags converted 2016-08-31 15:30:49 +02:00
SamuelCho b75a354505 Cleaned up more rendering code. Shrunk the vertex struct since we don't use spec_rgb anymore. Removed any declarations using the old geometry batcher. Streamlined desaturation in the model shader to use the main color uniform. Removed old unneeded interp_ code. Removed stored geometry shader parameters from the shader constants since we're no longer using the EXT version of geometry shaders. 2016-08-30 23:22:09 -07:00
asarium 3fcb731621 Refactor shader handling
This fixes a few of the bad design descisions of previous shader
iterations. This uses a dedicated class for managing the resources and
uniform locations of a shader program.

Uniforms are also stored in this object which makes a lot more sense
than storing them in the OpenGL state where they had to be reset every
time a new shader was used.

There are still a lot of possible enhancments to make, e.g. by using
uniform blocks and buffers instead of standard uniforms which would make
uniform location handling easier.

Another optimization that I will investigate is reducing the amount or
different compiled shaders by turning some of the current compile-time
defines into bool uniforms.
2016-08-29 12:38:38 +02:00
asarium 173041e03a Remove is_minimum_GLSL_version()
Since OpenGL Core is required now that function would always return true
so it can be removed.
2016-08-26 22:16:30 +02:00
SamuelCho e74af5ad53 Merge branch 'master' into opengl_core_materials 2016-08-25 21:43:14 -07:00
SamuelCho 6442307c27 Merge branch 'master' into opengl_core_materials 2016-08-25 20:04:14 -07:00
m!m fceaf9eb06 Merge pull request #870 from The-E/ai_info_flags
Ai info flags conversion
2016-08-25 12:22:07 +02:00
asarium 20beb2eec1 64-bit warning fixes... 2016-08-23 23:17:41 +02:00
asarium beb9288c73 Merge branch 'opengl_core_materials' of https://github.com/SamuelCho/fs2open.github.com into ogl_core/merge
Conflicts:
	code/graphics/gropengl.cpp
	code/io/cursor.cpp
	freespace2/SDLGraphicsOperations.cpp
2016-08-23 16:05:28 +02:00
niffiwan 6158846438 Fix Coverity 1361854
Restore primitive sensors to Ship_flag_names[]
2016-08-23 19:24:24 +10:00
Fabian Woltermann 50c22d9457 Fixes breaking issues in subsystem memory management 2016-08-22 20:30:53 +02:00
Fabian Woltermann add8662737 Converts AI Info flags 2016-08-22 16:39:42 +02:00
Fabian Woltermann adcc3327ae Addressing some feedback 2016-08-22 13:33:13 +02:00
Fabian Woltermann ed84ac348e Merge with master 2016-08-22 11:37:50 +02:00
m!m 38fb41909b Merge pull request #861 from The-E/ai_profile_flags
Ai profile flags converted
2016-08-22 11:32:55 +02:00
Goober5000 795bb86148 additional tweaks for WIF flag refactoring 2016-08-21 18:02:20 -04:00
Goober5000 d87babfd92 remove the SIF_BALLISTIC_PRIMARIES flag
See also my comments on #762.  The flag is almost entirely redundant, so this PR removes it in all instances where it's used in the ballistic primaries code.  There are one or two places where removing it was not a no-op, so I adjusted the rest of the code accordingly (most notably in the parsing validation when it checks that primary weapon cargo has been assigned).  I also added a few divide-by-zero checks and slightly tweaked the support ship rearm code.  The use of the SIF_BALLISTIC_PRIMARIES flag in the ingame_join code was replaced with a dummy value to avoid bumping the multiplayer packet version number.
2016-08-21 17:38:42 -04:00
SamuelCho 311cf769df Reconciled bit flags. 2016-08-20 19:39:10 -07:00
Fabian Woltermann c72376b0c6 Fix compilation 2016-08-19 22:54:42 +02:00
Fabian Woltermann 0591b7ef49 ai profile flags 2016-08-19 22:44:39 +02:00
Fabian Woltermann 90a2644d62 More cleanup 2016-08-19 21:08:14 +02:00
Fabian Woltermann 6a1aa4c5d3 More cleanup 2016-08-19 20:59:01 +02:00