Update the Lua enums to be consistent with the new ShipStatus enums.
Separately, add an extra ship registry check in the event a ship doesn't exist in the ship registry.
The Star Fox barrel roll effect is achieved using a script which spawns a new ship. The script sets no-collide on this spawned ship, but it also tries to set the ship flag for all future ships -- and future ships require a parse object, which doesn't exist for a created ship. This patches the FALLTHROUGH in the sexp code to account for that possibility.
Separately, there are other ways a parse object pointer could become null through unusual code states, so this adds an INVALID status and several additional checks to defend against this crash in other circumstances.
1. Allow setting the homing subsystem if the homing object has already been set
2. Use the `weapon_set_tracking_info` function if setting both object and subsystem, as it handles several important homing things
The `collides` and `no_collide` flags are equivalent, but opposite. So when sexps or scripts get or set those flags, allow each to be used as an anti-synonym (not exactly an antonym) for the other.
1. Add a `vanish()` function for beam objects, to be consistent with other object types
2. Add a `BeamFree` virtvar, analogous to `TurretLocked`
3. Add timestamp variants of TurretLocked and BeamFree to be consistent with sexps
4. Add `BeamLife`, `BeamWarmup`, and `BeamWarmdown` virtvars so scripts can access table properties
5. Add "On Beam Death", "On Beam Warmup", and "On Beam Warmdown" hooks
6. Clarify some existing documentation and patch a couple things
Since other functions in the scripting API remove extensions before loading the files, and since the internal functions expect them to be removed, the streaming anim API should handle that too.
* fast version of setting position and orientation
* preliminary stale collide time
* add global collision cache stale flag instead
* clean up
* more clean up
* no periods >.>
* bring back single object version
* rename and bring back stale object list
* use a set
1. Add a function to retime *only* the collision pairs involving a specific object. This is useful when only one object has moved, since only collisions involving that object are affected.
2. Use this function when objects are moved for autopilot, via sexp, and via script.
Previously collision pairs were not retimed when objects were moved via script, leading to bugs. This fixes that.
* initial API for hud config elements
* get rendering, highlighting, and selecting working
* Add a way to create color objects
* some cleanup and fixes
* go away we dont need you
* allow arbitrarily scaling the hud config draw
* last few config options and innitial preset handling
* vectorize hud presets and setup handling
* some last minute fixes
* iiiiiiiiiiiiiiiiiiiiiiint
* really
* documentation and address feedback
* completely revert this as well
* more documentation
* document all the things
* comment out unused parameter
* peach emoji retentive
* whatever
* return types
* color
Follow-up to #5280:
1. Make the Rank virtvar actually return a rank object, to be consistent with other Lua API methods
2. Add a RankIndex virtvar to replicate the previous functionality
3. Make RankIndex return the expected 1-based index for Lua
This is a breaking change to the API, but since the original API is less than a month old, the impact should be small.
Here's a suggested followup to #5249. This converts the hotkey type to an enum for improved type safety. It also adds the corresponding Lua enums and adjusts the Type virtvar to return them.
Many of the recent scripting API enhancements are missing validity functions and validity checks, so this adds them. There are also some documentation fixes and a >= vs. > bugfix.
* read access to controls
* Early draft of checking keypresses in scpui
* detangle some code and prepare it for API usage
* API access to the core methods required
* move these checks into the UI methods
* comment
* fix bugs
* be smarter
* Need this stuff, too
* some more presets work
* unify func naming scheme
* cleanup and clarifications
* get detect keypress working
* allow searching and creating new presets based on current controls
* address feedback
* return nil if no preset is matched
* use the builtin methods which do the same thing, but slightly cleaner
* typo