Goober5000
3b2af702f7
refactor display_name for ships, ship classes, and weapon classes
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Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4 " would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2020-08-21 00:15:38 -04:00
Goober5000
b6998a3e21
make Intel stuff dynamic
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1) Make Intel_info a vector instead of a fixed-size array
2) Make intel descriptions SCP_string so they can be any length
2020-08-18 14:53:01 -04:00
Goober5000
7e947e522e
allow switching between multiple backgrounds
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For quite some time missions have had the ability to edit more than one background. This was previously used for fallback loading in case the first background's bitmaps were not available, but I realized it would be very handy to allow switching between backgrounds for in-mission jumps.
The FRED background dialog can now add and remove backgrounds from the list. Additionally, a new `change-background` sexp can instantly switch between backgrounds without messing around with bitmap references.
2020-07-01 23:32:12 -04:00
Fabian Woltermann
7487fc3042
Address review comments
2020-06-23 17:44:52 +02:00
Fabian Woltermann
b2306753cd
more fixes....
2020-06-22 18:13:07 +02:00
Fabian Woltermann
4c923d799e
Travis demands sacrifice
2020-06-22 18:05:38 +02:00
Fabian Woltermann
3df8b6adee
Just kidding, travis is never happy
2020-06-22 14:58:40 +02:00
Fabian Woltermann
3d76c5dde0
Use modern loops to make travis happy
2020-06-22 11:07:13 +02:00
Fabian Woltermann
94e392033e
Get scripted animation triggers
2020-06-22 09:04:53 +02:00
Fabian Woltermann
2cb4320072
Code cleanup
2020-06-22 08:48:24 +02:00
Fabian Woltermann
977a675a67
Add a default route to this particular switch
2020-06-21 21:22:21 +02:00
Fabian Woltermann
898eabd725
Reorganizes the animation menu to be clearer and filterable
2020-06-21 20:49:36 +02:00
Fabian Woltermann
74c87e2304
Trigger turret firing and turret fired anims
2020-06-21 19:25:50 +02:00
Fabian Woltermann
2b2d687bc7
Animations!
2020-06-21 18:19:04 +02:00
Fabian Woltermann
ec494f0229
Change the model anim type enums to a enum class
2020-06-21 14:51:43 +02:00
Fabian Woltermann
7952622a79
wuip
2020-06-20 15:38:29 +02:00
Fabian Woltermann
dd7e0576d4
Initial menus
2020-06-20 15:38:29 +02:00
Fabian Woltermann
1811f6c273
Code cleanup, grouping for primary weapons
2020-06-20 15:38:29 +02:00
Fabian Woltermann
e967bd0d68
Use a subsystem index instead of the subobject number to blow up subsystems
2020-06-12 22:36:10 +02:00
Fabian Woltermann
701a2b8c91
More code cleanup
2020-06-12 09:28:15 +02:00
Fabian Woltermann
9f4aab01ea
Defer weapon loading until we actually need them
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Small code cleanup
2020-06-12 09:24:53 +02:00
Fabian Woltermann
df99d49681
Make travis happy.....
2020-06-11 18:09:12 +02:00
Fabian Woltermann
cf119d241e
Initialize Beams too
2020-06-11 16:37:09 +02:00
Fabian Woltermann
c19cfccdfa
Remove more unused variables
2020-06-11 16:30:41 +02:00
Fabian Woltermann
531cb27254
Make weapon firing more elegant
2020-06-11 16:20:56 +02:00
Fabian Woltermann
69c511497d
Remove unused variable
2020-06-11 14:47:34 +02:00
Fabian Woltermann
0c5040e6e1
Avoid int comparison warnings
2020-06-11 14:39:57 +02:00
Fabian Woltermann
779b45417c
Use the correct import path
2020-06-11 14:28:55 +02:00
Fabian Woltermann
9f30736a1a
Put the action window submenus into separate windows to avoid overlapping menu items.
2020-06-11 13:41:20 +02:00
Fabian Woltermann
1904979006
Get the external weapons display function back
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Add action to switch loadouts
Add action to fire weapons
2020-06-11 11:18:08 +02:00
Fabian Woltermann
3ee7200ccd
Make Travis happy, maybe?
2020-06-06 17:31:46 +02:00
Fabian Woltermann
c7d08eead3
Add an action to destroy individual subsystems
2020-06-06 15:00:49 +02:00
Fabian Woltermann
67d048aa6c
further improvements
2020-06-05 16:26:57 +02:00
Fabian Woltermann
dd2e01d9a9
Also make sure that weapon thrusters work
2020-06-02 08:44:19 +02:00
Fabian Woltermann
e566dc2f30
Switch on the physics system when displaying thrusters
2020-06-02 08:34:24 +02:00
Fabian Woltermann
fd37e21a11
Clean up objects and particle effects when switching models.
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Also pause physics when we do not need them.
2020-05-30 21:01:47 +02:00
Fabian Woltermann
b6dceaf692
Do not do any radar processing nonsense while in the lab
2020-05-30 20:46:50 +02:00
Fabian Woltermann
a0180fc004
Init the particle system and use the correct frametime counter
2020-05-10 15:29:28 +02:00
Fabian Woltermann
7a6aa5334d
do on-frame processing for particle effects in the lab
2020-05-10 13:20:18 +02:00
Fabian Woltermann
1c10479d2f
Pause the AI while in the lab
2020-05-07 22:27:47 +02:00
Fabian Woltermann
11e9fa27c6
REdo a few things
2020-05-07 22:00:19 +02:00
Fabian Woltermann
de2e9ada72
WIP
2020-05-07 21:34:12 +02:00
Fabian Woltermann
4005a60b32
Merge pull request #2375 from The-E/fix/damage_lightning_in_lab
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Make the lab's "show damage lightning" flag work again.
2020-05-07 21:31:48 +02:00
Fabian Woltermann
e1f231fcf0
Use the tabled max hull strength instead of a constant
2020-05-07 19:01:36 +02:00
Fabian Woltermann
df1491fd9e
Make the lab's "show damage lightning" flag work again.
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Note that it may take a few frames for lightning to disappear when unchecking that checkbox.
2020-05-07 15:18:56 +02:00
Fabian Woltermann
0b8f203371
Apply tabled texture replacements when loading ships in the F3 lab
2020-05-07 14:48:14 +02:00
Tyler Blount
5c7fce41f1
Some lab fixes
2020-04-23 23:51:30 -06:00
Tyler Blount
030bbeb622
Merge pull request #2306 from Goober5000/flyby_sounds_refactor
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refactor parsing of flyby sounds to make them optional
2020-03-28 00:15:33 -06:00
Goober5000
eabead6d41
fix small error in lab
2020-03-24 01:02:50 -04:00
Goober5000
44b7d5a4bd
refactor parsing of flyby sounds to make them optional
2020-03-23 20:27:28 -04:00