Commit Graph
23 Commits
Author SHA1 Message Date
BMagnu e625f70a3b Move inline static to global static (#7572) 2026-07-07 14:46:26 +02:00
BMagnu 4086db15d9 Fix randomrange init slowdown (#7444) 2026-05-08 17:43:40 +09:00
BMagnu fcb257db59 Fix calculation of apparent size (#6872) 2025-07-26 03:04:44 +02:00
BMagnu bdde909fa6 Threading Framework & Threaded Collisions (#6814)
* Dispatch ship weapon collisions and defer handling

* multithread ship weapon collision

* properly spin

* proper memory order

* externalize generic threadpool settings

* Wait for threads to shut down

* Add result pipelining

* cleanup

* incorrect nullopt type

* randomrange todo

* parallelize ship ship collisions

* bogus debug return

* remove warnings

* clang tidy
2025-07-12 11:41:30 +02:00
BMagnu 497b834766 Speed up random range creation (#6812) 2025-07-08 14:26:43 +02:00
BMagnu e1810ed522 Allow curves to be tabled inline (#6674)
* Add inline curve definitions

* Fix comma parsing

* Fix cast

* Incorporate feedback

* Fix parsing call
2025-06-02 01:41:06 +02:00
Birk Magnussen 05259a5b6c Make sure that clang does accept implicit random range copy constructors 2024-12-16 15:06:26 +01:00
Birk Magnussen 6ab3d5310a Fix template deduction for GCC pre 14 2024-12-16 15:01:01 +01:00
Birk Magnussen 55bb2095bb Clang tends to have weird behaviour for is_convertible apparently 2024-12-16 14:45:37 +01:00
Birk Magnussen d19f36a58d Remove incorrect forward 2024-12-16 14:24:01 +01:00
Birk Magnussen ec0e55d077 De-movify random ranges 2024-12-16 14:22:29 +01:00
Birk Magnussen 5272604c83 Integrate type_traits
# Conflicts:
#	code/globalincs/type_traits.h
2024-12-11 22:14:46 +01:00
Birk Magnussen e955a7f1be Merge branch 'master' into particle_cleanup 2024-12-10 23:41:07 +01:00
KestrelliusandBMagnu 228fd17ff1 Modular curves for weapon attributes during lifetime (#6319)
* 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]>
2024-12-10 23:32:46 +01:00
BMagnu 12ad35e10a restore shield_impact_explosion_radius 2024-12-09 13:28:16 +01:00
Birk Magnussen 92473780d5 Fix correct random range constructor overlaod 2024-09-24 17:54:16 +02:00
Kestrellius 91a673ac58 Generic random distributions, including curve-based (#6314)
* Adds PDF to CDF function.

* Further implementation; not complete

* Implements curve integration.

* Implements binary search.

* Finalizes random-range reorganization

* Extends generic range support to various things.

* Removes infinities.

* Fixes bugs.

* Adds handling of invalid prob curves.

* Adjusts warning.

* Exception handling

* Addresses issues raised during review.

* Cleanup

* Appeases clang

* Further appeasement

* even further appeasement

* appeasement^3

* appeasement^4
2024-08-27 00:27:33 +02:00
asarium 422753976f Add support for "Effects per second" feature
This allows specifying how many times per second an effect should be
triggered for a particle source instead of triggering the effect every
frame. This will allow modders to achieve more consistent particle
effects regardless of FPS.
2019-01-19 13:56:45 +01:00
asarium 569f1ee237 Improve particle parsing code
This makes some general changes to the particle parsing code. It moves
the trail effect option to the end of the options list to remove an
ambiguity in the resulting parsing code. This is done in a backwards
compatible manner so existing tables will not be broken by this.

This also introduces support for specifying single number ranges
without the parentheses to make that easier to use.
2018-12-16 14:23:22 +01:00
asarium ae738abcf5 Assign minimum and maximum value properly in RandomRange
The minimum and maximum values were not initialized correctly which
caused code which relied on those values to fail unexpectedly.

This assigns the value properly and adds a documentation note which
clarifies when the values are valid.
2018-03-29 14:25:37 +02:00
asarium 99f69c903e Add screen space decal rendering system
This allows to render screen space decals into the deferred lighting
buffers no matter how complex the underlying geometry is.

Currently there is only limited support for using this in the engine.
Only weapon impact decals are supported at the moment for testing
purposes.
2018-01-12 17:09:49 +01:00
asarium 57da3e1ef6 Fix wrong field usage in RandomeRange 2017-11-23 12:53:30 +01:00
asarium 0ff8a2c159 Add support for multiple sounds in one game sound entry
This adds support for specifying multiple sounds for a single game sound
entry. The engine then selects which sound will be played based on the
strategy provided by the game data. This required a few changes to some
of the game code since previously every game sound had exactly one sound
file attached to it. The most notable change is that it is no longer
possible to determine the exact duration a sound can have so instead the
new code computes the maximum duration a sound can have and uses that
where appropriate.

This also adds support for randomizing the pitch and volume of the sound
to provide a more varied experience even if only a single sound is used.

One possible issue that exists is that the "sequential" strategy only
works globally at the moment so if two sources use the same game sound
concurrently then the two sources will share the sequence of sounds
since there is no sound instance data at the moment. That can be added
in a future change but should not present a huge issue for most
use-cases.

Visual Studio on Appveyor somehow causes deprecation error on _our_
definition of vsprintf. I have no idea why these changes introduced this
warning but I won't debug Visual Studio compiler bugs that I can't
reproduce with my Visual Studio version so I just disabled those
warnings.
2017-10-17 10:57:22 +02:00