* Adds particle effect offset.
* bugfixing
* Switches to a cleaner approach.
* Futureproofing for particle parenting.
* actually let's just bundle parenting into this one
* working on turrets
* grinding toward turret correctness
* still grinding toward correctness
* Gets turrets working correctly.
* Fixes merge artifact
* appeases clang-tidy
* Updates some comments.
* Updates some comments.
* Tiny bit of cleanup.
* Deduplicates comments.
* base working version of unlimited debris types
* Proper FRED support
* make qtFRED handle asteroids properly
* fix qtFRED assertion
* further clean out MAX_RETAIL_DEBRIS_TYPES
* These should be sizes not POFs
* Move this to it's own method
* convert asteroid subtypes to a vector
* unlimit asteroid subtypes
* fix some global shadowing
* signed/unsigned mismatch
* Address feedback
* Move replacement textures from ship to modelinstance
* Actually set pmi
* Fix texture replace in fred as well
* Fix bad indent
* incorporate feedback
Turn `Parse_names` into a vector and add SCP_string overloads of ship registry functions. Refactor calling code to use registry as appropriate. Remove an unused overload of `mission_parse_get_parse_object`.
There was confusion in the lighting code between light indexes and sun indexes. These are usually the same, but not always. This makes several changes to fix light/sun handling.
1. Clarify the distinction between lights and suns and add a `sun_index` field
2. Add a flags field and assign the `dual_cone` boolean to it, as well as a new glare flag
3. Determine light glare by checking the light flag, not the sun (which never worked in the first place as the `stars_sun_has_glare` function checked bitmaps rather than suns)
This advances the versions for Clang to 16 and GCC to 13 along with
fixing any warnings these new versions are detecting now.
The new image versions also include Vulkan so the additional workflow
step for installing that is not necessary anymore.
In many calls to `ship_get_subsystem_strength`, the caller doesn't care about the actual number, just whether the subsystem type is destroyed. So this adds an optimization to check specifically for that. In the case of `SUBSYSTEM_ENGINE`, this avoids an iteration over every subsystem on the ship which, for a ship with many turrets, can be significant.
Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.
This also reduces the number of C-style casts in the codebase.
Fixes#3098. The `shipfx_eye_in_shadow` function did a collision check for cockpits, bit did not previously take into account of the viewpoint had a non-forward orientation (ie the player was using free look). This PR sets the collide check to take that into account with a 1 line fix. Tested with multiple FotG cockpits and fixes the issue.
Supercaps use a physics flag on warpin that makes them slow down faster than they would under the normal physics code. This adds that flag as an option for custom warp parameters.
Since flags are not yet parsed when warp parameters are parsed, the code needs to skip ahead and peek at the flags in the same way as the weapon override.
#5328 added a very useful culling for particles created by specific particle effects (ie weapons, now beams), though in an effort to simplify the culling process, that PR removed the necessary culling of default smoke on ships. This PR restores the culling of default smoke while also keeping the new culling of particle specific effects. Tested and works as expected, including fixing the slowdowns caused by the aforementioned removal of smoke effect culls.
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.
This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.