The text labels drawn in the main editor viewport were always rendered at the fixed FONT1 size. Add options to scale the font from 50% to 400%.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
PR #7082 rearranged the FRED2 menu layout to match qtFRED (see issue #6985),
but some users preferred the previous Editors/Misc layout. This adds a
"Classic menu layout" toggle (under Settings in the current layout, and under
Misc in the classic layout) that swaps the whole menu bar on demand. The
choice is persisted to the registry and reapplied on startup.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* Fix C4709 Warnings on latest VS
* more
* suppress false positive
* Switch to using any/none_of
* Address Feedback
* Fix Line endings?
* Fix commits and strip out flag_combinator
* more fixes
* nolint
render_one_model() never passed the ship's team color to the model
renderer, so ships with an assigned team color displayed with their
class defaults. Set it the same way qtFRED does since #7403.
Co-Authored-By: Claude Fable 5 <[email protected]>
In both FRED2 and QtFRED, object_check_collision() only dispatched to
model_collide() for OBJ_SHIP and OBJ_START, leaving OBJ_PROP to fall
through to fvi_ray_sphere(). For flat, wide props the bounding sphere is
much larger than the visible geometry, making it impossible to
click-deselect without clicking far outside the model bounds.
Add an OBJ_PROP branch that calls model_collide() with the prop's model
and instance numbers, consistent with how OBJ_SHIP and OBJ_START are
handled, and move the mc.model_instance_num default initialisation above
the dispatch so the prop branch can override it with the real instance
number. In FRED2, also add an early-out guard for unoccupied prop slots
(QtFRED already gates on Show_props).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Implement a spherical-coordinate orbit camera for both the MFC (FRED2)
and Qt (qtFRED) editors, providing intuitive 3D viewport navigation
similar to other 3D editing tools.
Controls:
- Middle mouse drag: orbit rotate around pivot point
- Shift + middle mouse drag: pan the pivot point
- Right mouse drag: orbit rotate (alternative to middle mouse)
- Shift + right mouse drag: pan (alternative to shift + middle mouse)
- Mouse wheel: zoom in/out
- Right click without drag: context menu (preserving existing feature)
Camera pivot selection:
- If an object is selected, orbit around that object
- Otherwise, intersect the camera forward ray with the current grid
plane to find a natural pivot point
- Falls back to grid center if the camera is parallel to the grid
Grid-plane awareness:
- Orbit axes are derived from The_grid->gmatrix using vm_vec_rotate
and vm_vec_unrotate, so the camera orbits correctly on all three
grid planes (XZ, XY, YZ), not just the default XZ plane
- The look-at matrix uses the grid's up vector (uvec) rather than a
hardcoded world-up direction
Robust zoom/pan scaling:
- Zoom uses an exponential formula (powf) so the distance multiplier
is always positive regardless of physics_speed setting (1-500)
- Pan uses a clamped speed factor to avoid excessive movement at high
physics_speed values
State management:
- Keyboard camera movement (process_controls) invalidates orbit state,
so the next mouse drag re-initializes from the current view
- Orbit state is per-viewport in qtFRED (EditorViewport members) and
global in FRED2 (matching existing conventions in each codebase)
Implementation:
- FRED2: orbit math in fredrender.cpp, mouse handlers in fredview.cpp
- qtFRED: orbit math in EditorViewport.cpp, mouse/wheel handlers in
renderwidget.cpp; RenderWindow::event() updated to forward middle
button and wheel events to RenderWidget
Also fix an AND vs OR bug in FRED's process_controls().
Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
A few visual improvements requested on Discord:
1. Use a configurable LOD to draw the outline wireframe, defaulting to LOD 1
2. Draw subsystem names with a dark outline to make them more visible
3. Draw the subsystem boundary boxes with thicker lines
FRED can get into a weird state if a warning appears while a ship is being created, e.g. if the ship has a null moment of inertia. So, prevent FRED from rendering a ship if it hasn't been fully initialized yet.
* First draft of prop object type
* Add prop editor dialog in FRED
* prop sexps
* lua table prop support
* lab support
* lua mission access to props
* prop collision support
* use std::optional so the object->instance id is always valid
* allow props to block suns
* minor cleanup and remove arbitrary limit. Still limited to 500 objects.
* Sort props by category
* cleanup
* implement collision hooks
* parse prop flags and further ensure props are inited and closed correctly
* Add Cyborg's multi suggestions
* fix missing header
* add props to empty slots if available
* add multi signature
* fix rebase issues and match collisions to the new multithread style
* appease Clang the Conquerer
* save/parse mission prop classes by name
* Clean up comments and finish TODOs
* fix string errors
* clang wants this to be static now
* address feedback
* address feedback
* Use model num from prop info instead
* merge prop and ship collision group sexps together
* fix rebase bug
* address feedback
* fix name shadowing
* ship heavy submodel
* clang
---------
Co-authored-by: Asteroth <[email protected]>
When a mission is loaded in FRED the "immobile" flag is migrated to "don't-change-position" and "don't-change-orientation". So, notify the FREDder that this is happening, and add checks to the "potential issues" checker to guard against mixing the old and new flags.
Follow-up to #6304. Resolves#6489.
Add options to the Edit menu to lock and unlock objects. Locked objects cannot be selected or dragged. They can still be edited in the various editors (e.g. Ships, Objects) but not in the main viewing area.
Also add the Selection Lock option to the Edit menu. It was previously available in the toolbar but this provides another way to access it.
* Move replacement textures from ship to modelinstance
* Actually set pmi
* Fix texture replace in fred as well
* Fix bad indent
* incorporate feedback
* initial semi-working version
* better implementation of play and add stop and music.tbl viewer
* let the music window lose focus
* some cleanup
* add autoplay, next, previous
* use graphics
* Better dialog layout and allow ignoring files from the player list
* Make betterer
* a touch more cleanup
* revert this change
* missing bracket from merge conflict resolution
* address feedback
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.
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
The `fredhtl_render_subsystem_bounding_box` function only handled one level of submodel positioning, which worked for turrets but not more complicated submodel stacks like the Ma'at. This properly handles all submodels in the hierarchy.
Fixes#3971.
Could be because of variable overflows or from `thistime` somehow being much smaller than `lasttime`.
Hard to find the root cause, but manually setting the memory to bad values will no longer cause the freezing with this patch.
This changes FRED to properly initialize a model instance on ship creation and also use that instance when rendering the ship. This prevents destroyed submodels from appearing. Fixes#3212.
I forgot to set the alpha blend mode in the NanoVG changes which meant
that the code used additive blending by default which is not good if the
color in use is black. This sets the blend mode to the value that
corresponds to the values used by the NanoVG reference code.
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
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.