This was requested by @AxemP.
The implementation is a bit more complicated than simply retrieving the
value since that is only updated when the weapon is fired. Instead, the
function calculates what the current value should be based on the code
from the function that updates the value when the weapon is fired.
Setting the value is disabled since the extra processing code could
alter the calculation a script does so that after setting the value,
reading it again would return a different value.
Apaprently the alpha blend behavior has been broken for a long time and
alpha blending was always enabled. I changed the default lua opacity
type to match this behavior so that older scripts don't get broken by
this.
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.
* Adds VM_CENTERING to replace view_centering
* view_modify() now takes care of centering the view
* Reorganized view-related controls and logic to be cleaner
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
If a required argument is invalid, ade_get_args() returns 0, but it wasn't making sure va_end(vl) got called first, leading to potential memory corruption (probably not a huge issue in actual usage because most people try not to release scripts that throw errors).
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
This expands the existing system which only worked on Windows to all
supported platforms.
If the MSVC debug runtime is not present then its behavior is emulated
by adding a header to each allocated memory block.
This seems preferable to storing an entire mc_info object on every weapon, when the vast majority of projectiles (by the very nature of the fact that they still exist) won't have collided with anything.
On the other hand, I'm not wild about allocating and freeing memory every time a weapon collides with a ship or debris. If anyone has a better solution, I'm all ears.
Main use case is headanis where only one is played at a time and
caching the frames merely increases memory use & fragmentation, leading
to malloc errors with heavy apng use
The APNG changes required some additional work. A cursor now owns the
bitmap handle that will be used for the cursor. This is required in
order to support variable FPS cursors.