Commit Graph
161 Commits
Author SHA1 Message Date
Goober5000andClaude Opus 5 09fc7055b5 Fix FRED and qtFRED memory leaks at exit (#7784)
Neither editor had a teardown to match FSO's game_shutdown(), so the engine
data they set up was never freed.  Add editor_free_engine_data() to free it,
and call it from a new fred_shutdown() in FRED and from qtFRED's shutdown(),
before the graphics system closes.

Also:
- Delete FRED's modeless editors if they are still open at exit.
- Make FRED's dialog tooltips and sexp tree image lists members, since
  they were leaked or depended on OnDestroy() being called.
- Parent qtFRED's item models so they are deleted with their widgets.
- Enable the CRT leak report in qtFRED, which previously had none.
- In qtFRED, call shutdown() last in closeEvent(), since it destroys the
  window.
- Make the preferences path and user SID strings function-level statics,
  so MFC's leak dump no longer reports them as leaks.

Co-authored-by: Claude Opus 5 (1M context) <[email protected]>
2026-09-21 05:12:35 +02:00
Goober5000 6309515d3e Merge pull request #7742 from Goober5000/refactor/shield_sys_types
Store the shield-system editor types in a map
2026-08-28 16:49:01 -04:00
Goober5000 1c817b5965 Merge pull request #7737 from Goober5000/refactor/team_data
refactor team loadout data structures in preparation for lifting the ship class limit
2026-08-28 16:48:39 -04:00
Goober5000andClaude Opus 4.7 47b2f0b3ca Consolidate the starting-wing usage builders in missioneditor
FRED2, qtFRED, and the shared mission save code each carried their own copy of the loadout usage builders.  The weaponry pair already had shared versions in missioneditor/common; this converts those to the SCP_map<int,int> signature the editors now use, adds the missing ship builder alongside them, and deletes both editors' private copies.

FRED2's playerstarteditor/freddoc and qtFRED's Editor/ErrorChecker all call the shared functions now, following the update_custom_wing_indexes consolidation precedent.  missionsave's used_pool becomes a map as well, which removes its MAX_WEAPON_TYPES stack array.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-08-27 00:58:20 -04:00
Goober5000andClaude Opus 4.7 49a9141073 Convert team_data to sparse loadout entry vectors
team_data was the last persistence-adjacent structure sized by MAX_SHIP_CLASSES: four parallel ship arrays plus four parallel weapon arrays (one slot per mission-file loadout line, holding a class or a sexp variable name, and a count or a sexp variable name) with manual num_*_choices counters, plus a dense per-class weapon_required flag array.  Convert all of it to the sparse-container family:

  ship_list / ship_list_variables / ship_count / ship_count_variables
    -> SCP_vector<loadout_entry> ship_choices
  weaponry_pool / weaponry_count / weaponry_pool_variable /
  weaponry_amount_variable
    -> SCP_vector<loadout_entry> weapon_choices
  bool weapon_required[MAX_WEAPON_TYPES]
    -> SCP_set<int> required_weapons

where loadout_entry is {class_index, count, class_variable, count_variable}, with empty variable strings meaning the value was given literally.  num_ship_choices / num_weapon_choices become .size().

Intentional behavior fixes, all previously latent memory errors or
data bugs:

 * is_ship_assignable stored an alt ship CLASS in a variable used as a
   loadout list INDEX when default_to_this_class was false, then
   swapped to ship_list[class] - garbage for any mission where the two
   domains diverge.  It now swaps to the alt class itself, per the
   evident intent.

 * The default-ship fallback read ship_list[0] even when a team had
   zero ship choices; it now leaves default_ship at -1, and
   ss_fixup_team_data guards its append of the default ship accordingly.

 * FRED2's dumpstats indexed Ships[] with a ship class when printing
   loadout entries; it now prints the entry's class or variable name
   directly.

 * Team parse now clears the previous mission's entries explicitly
   rather than relying on overwrite-in-place.

This clears the largest remaining cluster of MAX_SHIP_CLASSES references on the way to lifting the ship class limit.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-08-27 00:58:20 -04:00
Goober5000andClaude Opus 4.8 8d94cb5417 Store the shield-system editor types in a map
Shield_sys_types (the per-ship-class shield status in the FRED2/qtFRED Shield System dialog) was a dense array/vector sized to MAX_SHIP_CLASSES, one of the last cap-blocking structures.  It is a poor fit for a dense container: it is derived, ephemeral editor state, and sparse in practice, since only the ship classes present in the mission ever get a meaningful value.  Its default (HasShields) is exactly the "absent" case.

Convert it to a map keyed by ship class:

  FRED2:  int Shield_sys_types[MAX_SHIP_CLASSES]            -> SCP_map<int, int>
  qtFRED: SCP_vector<GlobalShieldStatus> Shield_sys_types   -> SCP_map<int, GlobalShieldStatus>
          (and the ShieldSystemDialogModel::_types copy likewise)

No file-format or behavior change: shield status is still derived from and applied to the same ship flags.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-08-25 00:15:12 -04:00
Goober5000 a34788ef1a a few parsing and infrastructure upgrades
- A parse flag to indicate when the mission is being parsed, and a new `ship_class_index()` accessor in the ship registry, both currently unused
- Make the ship registry more robust, especially in FRED: properly update it when ships are renamed or deleted
2026-08-23 22:24:21 -04:00
Goober5000 9baddcb25a handle ship editor re-entrancy in FRED
Prevent the mission from being modified via the ship editor's window update when it is already being cleared or loaded.  This mirrors existing guards in `delete_object` and `delete_ship`.

No other FRED2 dialogs are vulnerable.  QtFRED uses a different ship editor mechanism which is not affected by this issue.
2026-08-15 17:06:27 -04:00
Taylor Richards 039880491a port to SDL3 (#7220)
Basic port from SDL2 to SDL3. Also updates imgui to 1.92.5.
2026-07-23 15:52:27 +02:00
b26b9cf743 Add Vulkan rendering backend, with HDR10 output and raytraced shadows (#7554)
* Shadow overhaul round 2: PCSS, dynamic cascades, cockpit/instanced shadows

Squashed snapshot of lafiel/shadow_overhaul_2's continuation work
(d3922aa87..010f9d2d9), which has no separate upstream PR of its own.

* Add Vulkan rendering backend

Squashed snapshot of the Vulkan backend as vendored into this branch
(ce2d1e85f..6ce539463, authored by Mara van der Laan with build/CI
fixes by Taylor Richards). This work has its own upstream PR #7553
(notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr.

* Add true HDR output, RT shadows, and PCSS shadows for Vulkan

Squashed snapshot of true-hdr's own integration work: true HDR
framebuffer output, wiring the shadow overhaul into the Vulkan
backend (raytraced + cascaded shadow maps), logging refactors, log
filter UI, and CI/build fixes.

* refactor: update Vulkan logging calls to use `nprintf` for scoped logging

* fix: correct shadow cascade count in Vulkan logging calls

* fix: fall back to PATH-resolved ccache when CCACHE_PATH is stale

CI hardcodes /usr/local/bin/ccache, but macOS runners on Apple Silicon
hosts install Homebrew (and ccache) under /opt/homebrew instead,
causing all four Mac configs to fail with "No such file or directory".

* Fix vulkan texture readback to correctly handle transparent pipelines

* Put the pixel swizzles into a util file

* OOB safety check

* Fix fog handling

* Fix MSAA in Vulkan

* fix: enable SMAA for vulkan

* adapt the post-processing AA shaders to hdr

* fix clang-tidy warnings: concatenate nested namespaces, static methods

pixel_swizzle.{h,cpp}: collapse `namespace graphics { namespace util {`
into `namespace graphics::util {` (modernize-concat-nested-namespaces).

VulkanState.h/VulkanDraw.h: getClearColor()/setClearColor() only touch
gr_screen and other globals, no instance state, so make them static
(readability-convert-member-functions-to-static) and drop the
top-level const on getClearColor()'s return type
(readability-const-return-type).

* fix clang-tidy warning

* Extend raytraced shadows to all directional lights

RT shadows previously only shadowed the first directional light in the
scene, even though multi-sun missions push more than one directional
light into the engine. The TLAS raytraced shadows query against is
already light-agnostic, so this extends both the deferred lighting
pass and the forward MODEL shader to shadow every directional light
(capped by a new Max Raytraced Shadow Lights option, configurable via
the in-game Options menu or the Lab's Scene rendering options).

Cascaded shadow maps are untouched: they're built for a single light
only, so the deferred pass still limits itself to one shadowed
directional light whenever CSM (not raytracing) is the active method.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_016DA6JHJ3twz2oHGQcZ1Udc

* refactor: improve shader flag handling and render target finalization in Vulkan backend

- Consolidate shader flag setup logic in VulkanPostProcessingLighting to simplify configuration.
- Fix dead field usage in VulkanDraw by ensuring correct image view selection for environment maps.
- Add mip chain regeneration in VulkanRenderer::endRenderTarget to ensure correct mip levels for cubemaps.

* fix: ensure correct mip chain initialization in cubemap rendering

- Add mip chain generation to VulkanDraw for cubemaps with multiple mip levels.
- Fix potential issue with uninitialized mip levels above level 0 in deferred-f.sdr sampling paths.

* fix: don't crash on startup when environment locale is unavailable

std::locale("") pulls in the process's environment locale categories
(LC_CTYPE, LC_MONETARY, LC_PAPER, etc.), and throws std::runtime_error
if any of them names a locale not installed on the host (e.g.
mismatched regional-format overrides). Since SCP_default_locale is
constructed during static initialization, before main() and before any
of our own exception handling exists, an uncaught throw here aborted
the whole process before the game even started. Fall back to the
classic "C" locale instead, which is sufficient since this locale is
only ever used for ASCII case-folding (SCP_toupper/tolower/isdigit).

Co-Authored-By: Claude Sonnet 5 <[email protected]>

* `feat: add raytraced shadows for local lights and optimize TLAS management`

* Make the Commandline authoritative for -res and -vulkan / -opengl

* address BMagnu's comments on the original PR

* update prebuilt version hash to 62c89ef6

* refactor: standardize graphics API handling and document Vulkan limitations in qtFRED

- Updated `AboutDialogModel.cpp` to use `GraphicsAPI` enum for better clarity.
- Ensured qtFRED falls back to OpenGL when Vulkan is requested.
- Added detailed documentation in `qtfred/README.md` regarding Vulkan backend limitations and requirements.

* chore: include cmdline library in main and mission management modules

* docs: add known issue for blank render viewport under Wayland in README.md

* fix CI issues

* chore: add `GR_DEBUG_SCOPE` markers across Vulkan post-processing and rendering paths for improved debugging

* feat: improve Vulkan HDR pipeline with separate encode paths for SDR and HDR10

- Added an HDR10-specific output encode pass in `VulkanRenderer` and `VulkanPostProcessor` that applies PQ/BT.2020 transfer.
- Introduced an optimized SDR fallback path with direct blit support for devices that can skip shader draws.
- Updated `m_sceneLdrCompressed` to provide [0,1]-clamped proxies for HDR edge detection.
- Refactored `copyImageToImage` and added `blitImageToImage` to allow format conversions and optimized transfers.
- Replaced `hdr_mode` with explicit HDR10 flags and data structures for clearer state handling.

* refactor: encapsulate SMAA processing and refactor VulkanPostProcessor

- Moved SMAA-specific logic into `VulkanSMAA` class for better separation of concerns.
- Simplified `initSMAA`, `shutdownSMAA`, and `executeSMAA` logic by leveraging `VulkanLDR` and `PostProcessContext` abstractions.
- Improved initialization and cleanup code with clearer resource lifecycle management.
- Updated debug markers and messages to reference `VulkanSMAA`.
- Enhanced flexibility of fullscreen triangle rendering API with additional parameters (`sampleCount`, `bindGlobalSet`).

* Update Vulkan porting credits in AboutDialogModel

* fix CI issues again

* fix: correct Y-flip in viewport setup for Vulkan light volumes

- Adjusted viewport height to negative value to account for G-buffer render pass's negative Y-axis convention.
- Ensured proper alignment of point and tube light volumes with actual light positions.

* feat: add user-adjustable gamma correction to SDR and HDR10 output paths

- Added gamma correction to HDR10 path, applying user settings before PQ/BT.2020 encode.
- Replaced the SDR blit-only path with an encode pass that applies gamma correction, ensuring consistent behavior across devices.
- Refactored VulkanPostProcessor and associated shaders to support gamma slider adjustments for both SDR and HDR output.

* fix: ensure proper uniform and cull mode setup for Vulkan sphere rendering

- Added uniform buffer setup and default material uniforms in `vulkan_draw_sphere`.
- Disabled face culling in material definition for sphere rendering to align behavior with OpenGL.

* Ensure memory flushes after UBO updates and add explicit pipeline barrier for MoltenVK compatibility.

* fix: add clear pass for SMAA edge detection to prevent persistent artifacts

* feat: add Vulkan debug-utils messenger, opt-in sync validation, frame diagnostics

Groundwork for the renderer-review fix series (.agents/plans/
vulkan-renderer-review-fixes.md, Phase 0):

- Register a VK_EXT_debug_utils messenger (preferred) instead of only the
  deprecated VK_EXT_debug_report callback, which is kept as a fallback for
  loaders without debug-utils. The messenger config is also chained into
  instance creation so vkCreateInstance-time messages are captured.
  Validation errors/warnings now go to the main log via mprintf.
- New -gr_sync_validation cmdline flag (implies -gr_debug): chains
  VkValidationFeaturesEXT with synchronization validation into instance
  creation when VK_LAYER_KHRONOS_validation is available. This is the
  regression net for the synchronization fixes in the following commits.
- Frame stats now report descriptor sets/writes allocated per frame and the
  total pipeline count (descriptor-manager counters; DescriptorWriter::flush
  moved out-of-line to report into the manager).

Co-Authored-By: Claude Fable 5 <[email protected]>

* refactor: unify Vulkan render-pass begins, clamp in-pass clears, add per-frame UBO ring

Phase 1 of the renderer-review fix series: shared helpers that the
correctness fixes build on.

- New VulkanRenderer::beginTrackedRenderPass(PassBeginDesc): every render-pass
  begin on the frame command buffer now records vkCmdBeginRenderPass and
  updates the state tracker (pass, color attachment count, sample count,
  render area, viewport) in one place. Converted: setupFrame,
  beginSceneRendering (both branches), resumeSceneRendering,
  endSceneRendering, beginRenderTarget (viewport kept for gr_set_viewport),
  resumeSwapChainPass, plus new resumeScenePassAfterCopy() shared by
  copyEffectTexture/copySceneDepthForParticles and
  rebeginSwapChainPassAfterReadback() shared by both readbackFramebuffer
  exits (~200 lines of duplicated begin/clear/viewport blocks removed).
- The state tracker records the active render area; all four
  vkCmdClearAttachments sites clamp their rects against it and skip empty
  results. Previously gr_screen-sized clear rects could exceed a smaller
  off-screen render target's render area, which is invalid API usage.
- New PerFrameUboRing utility (VulkanPerFrameUbo.h/.cpp): a persistently
  mapped uniform buffer with one slot region per frame in flight and a
  self-flushing alloc(). Used by the next commit to fix the cross-frame
  UBO races.

Deliberate behavior deltas (all safe-direction): the helper always sets
colorAttachmentCount/sampleCount (some sites previously inherited stale
values), and resumeSwapChainPass/resumeSceneRendering now also reset the
standard flipped viewport instead of leaving the previous one.

Co-Authored-By: Claude Fable 5 <[email protected]>

* fix: eliminate Vulkan cross-frame UBO/buffer races, make gr_sync honest

Phase 2 of the renderer-review fix series: with two frames in flight, several
host-visible resources were rewritten by the CPU while the previous frame's
GPU work could still be reading them.

- The post-processing scratch UBO is now a PerFrameUboRing (per-frame-in-
  flight slot regions, persistently mapped, self-flushing alloc). All the
  per-pass map/unmap/cursor bookkeeping in bloom/LDR/fog/SMAA is deleted;
  the cursor resets exactly once per frame via the new
  VulkanPostProcessor::beginFrame() hook in setupFrame.
  This also fixes two latent bugs: (a) fog consumed scratch slots mid-scene
  and bloom's later same-frame cursor reset overwrote them before submission
  whenever fog+bloom were both active; (b) volumetric_fog_data (288 bytes)
  overflowed the 256-byte slots - the memcpy spilled into the neighboring
  slot and the shader's bound range ended before the aspect/fov/noise
  fields. Slots are now 512 bytes (static_assert at the fog call site) and
  the per-frame budget is 32 slots.
- The dedicated tonemap, output-encode, and MSAA-resolve UBOs (each a single
  instance rewritten per frame, i.e. racy; the MSAA one also never flushed)
  are deleted entirely - those passes build their structs on the stack and
  allocate from the scratch ring.
- Static-buffer rewrites orphan instead of racing: getVkBuffer() stamps a
  last-used frame number, and a full-content updateBufferData() on a Static
  buffer used within the last MAX_FRAMES_IN_FLIGHT frames defers the old
  VkBuffer to the deletion queue and writes a fresh one. Offset writes
  (GPU-heap appends to fresh regions) and PersistentMapping buffers (the
  engine holds their mapped pointer and syncs via gr_sync) are exempt.
- gr_sync_wait now honors its contract: VulkanRenderFrame::waitForFinish
  takes a timeout and reports expiry without consuming the fence;
  VulkanRenderer::waitForFrame returns false for fences taken during the
  still-recording frame (previously it waited on a stale or idle slot and
  reported success) and resolves the frame->slot mapping correctly. This
  makes UniformBufferManager's segment-fence throttling actually protective
  on Vulkan for the first time.

Co-Authored-By: Claude Fable 5 <[email protected]>

* Refactor framebuffer and target lifecycle: centralized creation/resizing logic, improved resource management across Vulkan post-processing subsystems.

* Improve Vulkan cross-frame sync with explicit access masks and validation updates

- Unified Vulkan validation flag handling in setup, separating engine debug output from synchronization validation.
- Specified access masks and stage flags to address cross-frame WRITE_AFTER_WRITE vulnerabilities, notably in G-buffer, post-processing, and MSAA resolve paths.
- Adjusted subpass dependencies and image layout transitions to prevent read-after-write and write-after-write hazards, detected using `-gr_sync_validation`.
- Fixed uniform buffer and barrier transitions to ensure proper ordering in render passes across frames.

* Refactor Vulkan render-pass dependencies and sync stages for clarity and future testing

- Clarified dependency logic for cross-pass and cross-frame synchronization, ensuring explicit stage and access flag comments match observed behavior.
- Adjusted subpass dependencies to decouple render-pass compatibility definitions from dependency assumptions.
- Highlighted MoltenVK-specific issues and retained workarounds with notes for re-testing on macOS hardware.
- Updated synchronization barriers and validation notes to address historical inconsistencies across platforms.

* Remove transfer queue support; consolidate all operations into the graphics queue

- Removed transfer queue handling, simplifying buffer and queue logic to use the graphics queue for all transfer operations.
- Updated buffer sharing modes and removed related code paths and parameters for transfer queue families.
- Introduced exclusive buffer access, noting async transfer and queue ownership transfers are future work.
- Limited enabled device features to only those actively used by the renderer, reducing unnecessary feature requests (e.g., robustBufferAccess).

* Refactor frame advancement and descriptor management in VulkanRenderer

- Removed `endFrame()` from `VulkanDescriptorManager`, replacing it with `setCurrentFrame(frameIndex)` for explicit frame synchronization.
- Centralized frame index advancement within `VulkanRenderer` to ensure consistency across components.
- Invalidated cached descriptor set bindings at render-pass boundaries to handle raw recorder staleness correctly.
- Optimized pipeline descriptor rebind logic by removing redundant clears during pipeline changes.

* Refactor `PipelineConfig::hash` and Global descriptor set management for improved hashing and memoization efficiency

- Replaced inefficient shift-based hashing in `PipelineConfig::hash` with a robust `hashCombine` strategy to minimize bucket collisions.
- Introduced `maskBits` helper to streamline bitmask creation for boolean fields.
- Implemented memoization for Global (Set 0) descriptor sets, reducing redundant rebuilds across frames and improving performance.
- Added dirty state tracking (`m_globalSetDirty`) and invalidation logic for Global set updates following relevant input changes (e.g., TLAS or UBO modifications).

* Refactor Vulkan post-processing output logic: extracted shared `encodeToSwapChainPass` method to streamline HDR and SDR output paths.

* Optimize Vulkan descriptor set management with per-frame memoization

- Added memoization for Material (Set 1) and PerDraw (Set 2) descriptor sets to reuse cached sets across frames if inputs remain unchanged.
- Implemented precise input tracking for Material and PerDraw descriptor sets to detect and rebuild only when necessary.
- Reduced redundant Vulkan descriptor allocations and writes, improving performance on repeated or batched draw calls.

* Fix Vulkan access masks for G-buffer and scene pass transitions

- Added `eColorAttachmentRead` to access masks in multiple barriers to ensure proper synchronization for load operations (e.g., `loadOp=eLoad`) across render passes.
- Prevented `READ_AFTER_WRITE` synchronization validation issues in deferred and multi-pass rendering scenarios.
- Updated comments to clarify the reasoning behind the access mask changes and load dependencies.

* Refactor Vulkan resource management and indexed draw logic

- Consolidated destruction queue methods in `VulkanDeletionQueue` using a shared `queueHandle` template to reduce redundancy.
- Introduced `ModelDrawParams` structure and `computeModelDrawParams` function to unify indexed draw parameters for models and shadows.
- Simplified draw logic by eliminating repeated calculation of indexed draw parameters and improving code reuse.

* Add `releaseAnimationSlotRef` for ref-count handling of shared animation texture arrays

- Introduced `releaseAnimationSlotRef` to manage reference counting for shared animation texture-array slots, preventing premature destruction of shared resources.
- Updated `flushTextures` and related methods to integrate `releaseAnimationSlotRef` for shared slot cleanup.
- Refactored staging buffer creation into `createStagingBuffer` for 3D texture uploads and shared path consistency.
- Enhanced texture upload logic with improved tracking and logging for re-upload cases, aiding preloading gap analysis.
- Added instrumentation for on-demand mid-frame texture uploads in `FrameStats`.

* Refactor Vulkan resource and texture management, extend debug logging

- Updated smart pointer usage for consistency across Vulkan resource managers (`std::make_unique`).
- Removed redundant `cubeImageView` member and related cleanup logic; unified sampling view management.
- Added per-instance debug log counters (avoiding static state) for Vulkan texture uploads and bindings, improving visibility during initialization and run-time.
- Optimized `VulkanRenderer` property/feature getters by caching physical device properties and features during device creation.
- Improved memory region flushing logic for out-of-date offsets, aligning with Vulkan Memory Allocator behavior.
- Refactored render pass state tracking to reapply dynamic state reliably after mid-frame render passes.
- Enhanced validation and error handling for mismatched update texture formats.

* fix CI build warning

* Fix on-demand YUV texture locking and set alpha uniform for movie rendering in Vulkan

- Corrected bitmap lock type from `BMP_TEX_OTHER` to `BMP_AABITMAP` for YUV textures during on-demand loading.
- Updated movie rendering to bind alpha from the `MovieData` UBO (set 2, binding 4) for Vulkan, aligning behavior with OpenGL implementation.

* revert inadvertent changes introduced by a squash commit

* address ci issues

* remove wip stuff from code comments that make no sense to people who aren't me

* Remove unused LD_LIBRARY_PATH export and fix shader shadow map sampling.

* Refactor batched rendering uniform setup in Vulkan

- Removed unused fields from `genericData` uniform block, simplifying shader definitions.
- Updated Vulkan material uniform handling to align with OpenGL's batched rendering logic.
- Introduced `batched_data` struct for streamlined UBO updates, improving maintainability and clarity.

* Add `-hdr` command-line option for HDR nits configuration

- Introduced `-hdr` parameter to set paper white and peak luminance in nits, overriding in-game HDR settings.
- Added input validation with error feedback for incorrect format.

* Remove unused `MODEL_SDR_FLAG_SHADOW_MAP` macro from shader flags

* clean up unrelated changes

* Invalidate Vulkan state tracker bindings after external command buffer modifications

- Added `invalidateExternalBindings()` to `VulkanStateTracker` to handle stale pipelines, descriptors, and dynamic states caused by external Vulkan commands (e.g., ImGui renders mid-pass).
- Updated ImGui rendering flow to call `invalidateExternalBindings()` post-draw, ensuring consistent pipeline state for subsequent engine renders.
- Adjusted image usage flags to account for `eTransferSrc` in texture readbacks.
- Fixed barrier `dstAccessMask` and pipeline stage flags to ensure proper synchronization for image transitions.

* Add a few more generically useful lines to the log

* Simplify Qt deployment logic and improve handling for system-installed Qt on Linux

* add cmdline headers to make qtFred compile

* use VK_KHR_synchronization2 for sync and barrier purposes

* Simplify and clean up Qt deployment logic in CMake for qtfred

* update get_bitmap_from_texture to match the new API

* Enhance `-hdr` command-line option to force HDR output and support optional nits configuration with improved input validation and overrides.

* Improve Vulkan robustness, add device feature checks, and refine memory/logging.

- Added depth clamping support gated by device feature checks, with fallback where unsupported.
- Improved deferred lighting UBO overflow handling with user-accessible warnings and buffer size adjustments.
- Enhanced Vulkan logging for validation, allocation, and debugging:
  - Automatic logging for descriptor pool exhaustion/fragmentation.
  - Vertex format and resource destruction checks.
  - Notifications for generic layout transitions and volumetric texture uploads.
- Consolidated shader logic to ensure Vulkan and OpenGL parity.

* Remove HDR10 encode shader and consolidate gamma correction logic for SDR and HDR10. Replace `Verify` assertions with `Assert`

* Add braces to conditional in object lighting logic for clarity

* Refine Vulkan memory allocation checks with `Verification` for improved error handling and messaging.

* Refine VulkanBuffer resize logic to preserve contents with CPU-side copy and add safeguards for non-coherent memory scenarios.

* Add detailed comments explaining descriptor array capacity constants in VulkanDescriptorManager

* Gate shadow support on depth clamp feature availability and clarify its necessity with improved comments.

---------

Co-authored-by: BMagnu <[email protected]>
Co-authored-by: Mara van der Laan <[email protected]>
Co-authored-by: Claude <[email protected]>
2026-07-21 16:58:21 +00:00
Goober5000andClaude Opus 4.7 175f414c03 add Wings[] slot reassignment utilities for FRED/qtFRED
reassign_wing_slot moves a wing between Wings[] slots, fixing up every
back-reference: Ships[i].wingnum, the Starting/Squadron/TVT_wings caches
(via update_custom_wing_indexes), the FRED-side parallel array
wing_objects, and cur_wing (passed via FredWingSlotConfig so non-FRED
callers can opt out).  swap_wing_slots wraps it as a three-leg swap
through a temporary empty slot.

Also consolidates update_custom_wing_indexes (previously duplicated
verbatim in fred2/management.cpp and qtfred Editor) into common.cpp so
the new utility — and any future caller — has one shared implementation.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-07-20 23:04:56 -04:00
Goober5000 b82fa2a996 refactor CJumpNode to use SCP_vector
Jump nodes previously used SCP_list; refactor to use SCP_vector.  Also improve resource handling and life cycle management.

Follow-up to #7431.
2026-07-19 22:25:33 -04:00
The Force 7a69e3ec2f Show Table based texture replacements when adding ship in FRED (#7607)
* Load table Based texture replacements on ship create

* do FRED as well
2026-07-14 20:07:20 -04:00
Goober5000andClaude Opus 4.8 7d5bab25e3 fix a bug with player ships being demoted to common ships
If a player ship is changed to a regular ship, be sure that
Player_start_shipnum does not still point to the old ship.

Consolidate the several near-duplicate copies of the "repoint
Player_start_shipnum to a valid player start" logic, in both FRED and
qtFRED, into a single shared helper, ensure_valid_player_start_shipnum()
in missioneditor/common.cpp.

Also add some guards in situations where Player_start_shipnum might
be -1.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-12 19:32:39 -04:00
Goober5000andClaude Opus 4.8 48569f271c remove FRED's unused pending message mechanism
Never called from anywhere, even dating back to retail FRED.  It also
contained a latent bug: add_pending_message was missing a break, so it
would have filled every free slot in the buffer with the same message.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-08 03:05:21 -04:00
Goober5000 73fae42ede fix FRED indexing of Props (#7546)
Get the Prop class from the list, in the same way that a Ship class is gotten, which accounts for the no_fred flag.  Fixes #7545.
2026-07-07 14:44:06 +02:00
Mike Nelson 4d8538e5cc Qtfred sexp tree refactor (#7301)
* long project will be long

* add shared foundation files

* unify some shared types across both editors

* sexptreemodel framework

* move opf functions to the model

* move shared functions into the model

* move variable/container stuff to the model

* sexptreeactions and ui interface

* wire the model into the ui

* move some shared logic to the model

* move more methods to the model

* move clipboard to model

* create new right click menu model

* begin connecting the new right click menu

* wire up the new right click menu in fred

* wire up the new right click menu in qtfred

* move help text and visuals to model

* move menu option enable disable to model

* wire up sexp_tree to the model

* rename sexp_tree files to sexp_tree_ui

* fix build errors

* fix warning

* remove all opf forwarders

* remove some forwarder methods

* connect qtfred events editor directly to model

* wite plan for unifying tree types

* replace legacy m_mode with treeflags

* fix qtfred campaign dialog

* fix qtfred ship/wing dialog trees

* build error

* documentation

* more documentation

* even more documentation

* move more opf functions to opf file

* clean up context menu function

* move default argument to opf file

* build errors

* fix qtfred dialogs and annoations

* new shared annotations model

* sexp_tree_ui to sexp_tree_view

* documentation pass

* document annotations model

* delete the plan

* move event annotations to the new model

* generic cleanup

* remove some old defines

* cleanup includes

* more cleanup

* parenthesis

* more parenthesis

* variable collisions

* too many parenthesis this time

* clang modernization

* variable names again

* more clang and assertions

* static cast

* clang again

* fix some bugs and issues

* Refactor sexp tree action duplication into SexpTreeActions

* fix a few more minor issues

* avoid clang false positive

* rebase tweaks

* fix annotations issue

* fix typo and two small bugs claude found

* fix event editor tree widget loading

* fix ship and wing sexp tree editors in qtfred

* fix qtfred briefing and debriefing trees

* fix a regression Claude found

* address feedback

* fix annotations for root items in qtfred by copying fred's method

* address feedback

* rescope variables

* clang
2026-07-04 02:12:34 +02:00
Goober5000andClaude Opus 4.8 1c079a79c1 Fix FRED play/media button transparency and disabled state (#7524)
CButton::SetBitmap blits a bitmap verbatim and does not perform the
magic-color substitution MFC applies when loading toolbar bitmaps. So a
button bitmap's background -- the legacy C0C0C0 gray baked into play.bmp
et al., or a magenta transparency key -- was drawn literally, reading as
a dark/colored rectangle instead of matching the real button face
(~F0F0F0 on modern Windows), and a disabled bitmap button embossed its
whole opaque rectangle into a solid gray square.

Add load_button_icon() to management.{cpp,h}, which builds an icon from
a button bitmap by keying out a background color into a transparency
mask. Driven through BS_ICON/SetIcon, the OS blends it with the button
face and grays it correctly when disabled. Route every play/media button
through it (event editor, briefing, debriefing, command brief, music
player, sound environment). Also add load_btnface_mapped() -- a
toolbar-style color remap -- kept as a lighter alternative for
always-enabled buttons.

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-06-15 22:33:37 -04:00
Mike Nelson 05534f709e Qtfred & FRED fix object cloning (#7460)
* fix ship duplication

* prop and jump node duplication

* make sure objects on layers are properly registered

* waypoint duplication

* some cleanup

* address feedback

* assertion for clang
2026-06-02 17:30:38 -04:00
Goober5000 781bf0d7f2 fix ship registry updating in FRED
When a ship is renamed in FRED/QtFRED, its ship registry information should be updated.
2026-06-01 23:55:20 -04:00
Goober5000 b532a7b855 properly initialize each reinforcement 2026-05-26 10:55:05 -04:00
Goober5000 7545e5d035 make the reinforcements collection dynamic
As requested by a FREDder who has a plausible situation where more than 32 reinforcements might be handy. :)
2026-05-26 10:55:05 -04:00
Goober5000 70c4010389 add wing display names (#7429)
* add wing display names

Adds display name capability for wings, matching the pattern and infrastructure of display names for ships.  As in #7234, wing display names take precedence over ship display names, if both are provided; because if ship display names took precedence, a ship would have the same display name in every wave.

All the relevant display locations are handled, including the HUD, escort list, message box, and mission log.  Lua API support is provided as well.

Adds full support for both FRED and QtFRED, including the always-save-display-names setting.

Addresses #7189 and the last request from #1730.

* add help text from #7234
2026-05-20 15:16:08 -04:00
Goober5000 ef73e2572d unlimited mission titles
Some code refactoring to allow mission titles to be strings of any length.  Titles that are too long to actually display (based on string width) will be visibly truncated using `font::force_fit_string`, but the underlying title will not be affected.  Multiplayer is still subject to the 31-character length limit, so titles sent over the network will still have characters truncated.

Also removes some redundant calls to `gr_get_string_size`, since `font::force_fit_string` returns the fitted string width.
2026-05-12 11:31:20 -04:00
Goober5000 165c4d3e6b Merge pull request #7307 from Goober5000/debriefing_modeless
convert debriefing editor to modeless; add focus_sexp(); fix bugs
2026-05-08 04:35:18 -04:00
Goober5000andClaude Opus 4.6 92a46c9dad Fix SEXP references for shifted waypoints after single waypoint deletion (#7337)
When a waypoint is deleted from a list, the remaining waypoints after it shift down (e.g. Path:3 becomes Path:2). SEXP and AI goal references were properly invalidated for the deleted waypoint, but were not updated for any subsequent waypoint to reflect the new numbering.

Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
2026-04-03 08:04:07 -04:00
Mike Nelson 97a6c6314b Match editor wave thresholds to in-game limits (#7243) 2026-03-29 23:01:05 -04:00
Goober5000 6a20c0f549 Merge pull request #7117 from Goober5000/anchor_refactor
refactor ship anchors
2026-03-22 02:59:47 -04:00
Goober5000 a56bded919 convert debriefing editor to modeless; add focus_sexp(); fix bugs
Convert `debriefing_editor_dlg` from a modal stack-allocated dialog to a modeless heap-allocated dialog, matching the pattern of the briefing editor.  Update FRED infrastructure accordingly.

Add `focus_sexp(int node)` to `debriefing_editor_dlg`, mirroring the existing method in `briefing_editor_dlg`.  Fix both `focus_sexp()` implementations to search all team debriefings/briefings instead of only the currently selected team, so nodes in non-zero teams are found correctly in TVT missions.

Fix `debriefing set_modified()` calls to only set the flag if the debriefing data actually changes, rather than every time the editor was opened.
2026-03-21 01:29:13 -04:00
Goober5000 0073532a70 more FRED fixes when dialogs pop up, part 2
Follow-up to #7272 to add props handling.  This allows the original PR to be merged separately to 25.0.1.
2026-03-11 22:25:10 -04:00
Goober5000 d8a6d68482 more FRED fixes when dialogs pop up
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.
2026-03-08 22:50:13 -04:00
Goober5000 35ed88c57f make anchors type-safe, and adjust support_ship_info accordingly 2026-03-06 22:00:32 -05:00
Goober5000 e39a900223 Merge pull request #7241 from Goober5000/fred2_fixes
fix a FRED2 crash
2026-02-28 19:46:11 -05:00
Goober5000 c4efdfb77b Merge pull request #7104 from Goober5000/waypoint_stuff_name
add waypoint_stuff_name
2026-02-20 23:14:10 -05:00
Goober5000 1832fa0397 fix a FRED2 crash
Fix a crash caused in part by some missing UI calls in FRED2 and in part by subtle object life cycle issues.  Depending on whether FRED receives the focus during mission load (which can happen if the autosave dialog appears) it could access props that were in the process of being cleaned up but were still referenced.  This isn't specifically a props issue; it could happen to any FSO object stored in a SCP_vector, since the vector can be cleared.

The quick mission init is to prevent a whole bunch of unnecessary and risky processing during a transient loading state, but it has the nice side effect of making mission list loading noticeably faster.
2026-02-19 00:29:53 -05:00
Mike NelsonandAsteroth 070a8e18fa Adds Props as a new object type (#6836)
* 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]>
2026-02-16 14:41:34 +01:00
Mike Nelson 37df4ba479 QtFRED Generalized Mission/Campaign Save (#7045)
* Generalize mission save from original FRED

* make qtfred use the new generalized missionsave

* split campaign save into a sister class

* allow unlimited campaign description length to be saved

* have the campaign editor pass the links to save properly

* cleanup

* future todo

* fixes

* more fixes

* cleanup vars

* clang

* add missing guardian threshold and fix var name

* more clang

* conflict resolution error

* update qtfred to use the new campaign save
2026-02-15 07:38:55 +01:00
Goober5000 1dc68b28c2 add waypoint_stuff_name
A consistent friendly way to get a waypoint name.  Follow-up to #7103.
2025-11-02 01:00:57 -04:00
Mike Nelson 08a73c1ed7 QtFRED Voice Acting Manager Dialog (#6962)
* revise Voice Acting Manager dialog

* fixes

* clang

* make window modal
2025-08-25 07:43:10 -04:00
LuytenKyandwookieejedi b8c3c560d2 Implementation for an AI order to chase ship types -Second Attempt- (#6828)
* Back in business hopefully

* Refactor

* Resolve CI issue in aigoals.cpp

* Updating order.cpp

* Whoops

* Updated objecttypes.tbl to incorporate attack ship type

* Fix clang-tidy issue

* Forgot one other instance

---------

Co-authored-by: wookieejedi <[email protected]>
2025-08-07 09:56:18 -04:00
Goober5000 d99c4ca172 add display name text field to ship editor 2025-07-07 03:25:35 -04:00
Goober5000 067c65773a coverity: possible use of invalid iterator (especially with jump nodes) 2025-05-10 01:15:46 -04:00
Goober5000 3d1fce99ac fix wing creation dialog
When forming a wing, if there is a name conflict but the ship will actually be used in the wing, don't report the conflict.  Fixes #6572.
2025-02-04 00:36:51 -05:00
Goober5000 423042bf11 refactor AI_GOAL_* #defines into enums, and remove bitwise operations on them [FRED and qtFRED] 2025-01-02 14:05:21 -05:00
Goober5000 2f18741258 add safeguards to the "immobile" flag migration
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.
2024-12-27 17:07:47 -05:00
Goober5000 b5351c7ca8 Merge pull request #6120 from Goober5000/fred_autorecover
Fred autorecover
2024-05-31 21:46:56 -04:00
Goober5000 bfe40e12c6 make initialization consistent among FSO, FRED, and qtFRED
Make the initialization sequence consistent so that FSO, FRED, and qtFRED call their initialization functions in the same order.  Most of the changes involve bringing FRED and qtFRED into sync with FSO.  This fixes fireball prerequisites for the ship types table, applies the script initialization fixes from #5946 to FRED, and generally removes the possibility of any surprises due to FRED differing from FSO.

Also remove the empty `brief_init_colors()` function.
2024-05-07 00:14:18 -04:00
Goober5000 7ebfa52bf5 standardize file modification time formatting between FRED and qtFRED 2024-05-01 21:42:32 -04:00
Goober5000 0267fb539c speed up FRED reloading with this one weird trick
Thanks to @notimaginative's detective work, nearly all of the FRED stalling when saving a mission can be avoided by simply not calling `model_free_all()`.  By checking a flag in `clear_mission()`, multiple situations can avoid this slowdown, including reload-after-save and import-FSM.
2024-03-29 23:34:54 -04:00
Goober5000 30cabc4174 fix FRED's "new object type" popup
1. Fix the item ID indexing on the popup submenus and make sure they correspond with the ship dropdown menu
2. Remove the "player start" popup menu option as it has very limited utility and was already removed in qtFRED
3. Reduce a bunch of casts by using more appropriate popup menu types
4. Actually place an object in the mission when one is chosen from the popup menu

Also:
1. Remove the `Default_player_model` variable as its use is redundant
2. Remove unused arguments of `create_player()`
2024-02-08 03:26:25 -05:00