* get proper number of physical cpu cores on macOS
macOS has an easy way to get the physical cpu count so let's use it. Also with
Apple Silicon there are performance and efficiency cores so we need to make
sure we ignore those low-perf cores when getting the count.
* improve error handling
* 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?
For every move and move-assignment constructor, do the following:
1. Make it default if possible
2. Add or delete where appropriate
3. Check for move-onto-self
4. Apply `std::move` where needed
Also fix problematic moves in `player_h`
* Fix incorrect ship legacy particle curve assignment
* Setup trigger radius
* Properly attach particle sources to objects and subobjects
* Add trigger velocity for weapon impacts
* Onetime particle source timing fix
* Warnings
* Allow global_to_local to work with no submodel
* Allow global_to_local to work with no submodel, again
* initial version of default_settings.tbl
* Add a way to change player detail level defaults and implement a couple more options to detail_settings.tbl
* support the rest of 2d.cpp options
* Allow enforcing options to a specific value
* modernize detail defaults, levels, and values
* Fix parsing issue and remove lambda capture by reference
* fix print
* clang
* More efficient +Enforce parsing
* cleanup
* typo
* don't negate this
* error_display
* clarify language between presets, levels, and values
* add default case
* small fix
* use a map to minimize string lookups
Change `currentlyLoopingSoundInfos` and `currentlyLooping3dSoundInfos` from lists to maps. The data structure should keep track of the volumes currently, as opposed to historically, associated with each sound handle.
Since the map requires `util::ID` and its derivatives to be hashable, add `util::ID_Hash`.
As discovered by WouterSmits, campaigns with periods in their filenames caused issues with FSO's campaign handling. Specifically, in The Babylon Project, the EA-Minbari war v1.0.fc2 campaign would not save progress because FSO expected EA-Minbari war v1.fc2 in certain places. This is because the `_splitpath()` function attempted to remove an extension from a filename that already had it removed. For most campaigns this did not matter, but WouterSmits found a campaign where it did.
To solve this, there is now a new `util::get_file_part()` function to remove the path without removing the extension. This replaces `_splitpath()` for campaign files, as well as the similar `clean_filename()` and `GetFilePart()` functions in other places. All code paths were inspected for any chance of inadvertent extension adding, and Assertions were added to verify future code. The only potential problem area was `player:loadCampaignSavefile()` which now pre-removes the campaign extension if needed.
* Partially builds weapon curves.
* Further curve implementation
* Implementation of more output types.
* Cleanup
* Adjusts warning.
* Appeases clang.
* further appeasement
* Appeasement and time-traveling review changes
* change the enum branch too that'd be good
* More requested changes
* Basic abstraction for generic modular curves
* Make curve list by output statically sized
* Make instance-randomization consistent and mapless
* Add parsing
* Add derived modular curve sets
* Fix incorrect unpack
* Split modular curve set and definition, properly comment struct usage
* Split off specific type-traits into own file
* Fix modular curves for multi-derive case
* Implement some basic weapon curves, as well as the damage multiplier hit curve
* Merges in generified system built by Lafiel.
* Fills out beam curvesets.
* Renames curvesets.
* Removes launch curves for now.
* Testing, bugfixing.
* Various cleanup
* Returns extern do_subobj_hit_stuff
* Fixes compile errors
* Beam flag checking
* Rearranges beam flag checking.
---------
Co-authored-by: BMagnu <[email protected]>
1. use `SIZE_T_ARG` instead of `"%lu"`; should fix format warning in #5780
2. since `HeapAllocator::checkRangesMerged()` has no effect unless running in debug, `#ifdef` out the function; should fix CI warning in #5778