* Documentation (+6 squashed commit)
Squashed commit:
[ea8550b54] Resolve errors
[9ab0a576d] Add way to count number of elements in the arrays
[eb74146cc] Correct this boolean check
[60fbc6008] Missed one
[78e65a4b7] Avoid naming collision
[4ea5ddead] Clean unneeded log print and compare like variables
* Adding simulator room here seems like a pretty safe option
* Scpui API to access to build the tech room cutscene list and a few methods to help playing the cutscene and return to the menu accurately
* Scpui API access for credits related data
* # This is a combination of 7 commits.
Clean unneeded log print and compare like variables
Avoid naming collision
Missed one
Correct this boolean check
Add way to count number of elements in the arrays
Resolve errors
Documentation
* Address feedback
* Address feedback
* Add virtvar isCampaignMission
* API elements required for the Briefing
* Resolve errors
* Check if the mission is a Scramble mission
* Add one missed flag check
* Slight API naming adjustment
* Address feedback
* Address Feedback again
* Differentiate var names
* Add drop shadows to HUD text
* Add drop shadow to reticle
* Add control to toggle Drop Shadows
* Double render reticle shadows
* Use gauge_color instead of creating a temp var
* Add shadows to ETS gauges
* Set shadow default to false and adjust formatting
* Restore numbering for controlsconfig
* Move colors up one level and generalize
* Initialize this first
* These are common to both all Briefings, so put them in the general Briefing category
Protects `Fiction_viewer_active_stage` if it reads a stage of -1 (it would have thrown a vector access error because the index is out of range). Also, given a lot of other scripting functions have additional built in error checks, I just added those to the fiction viewer functions.
* Allow `test_line_of_sight` to return intersecting object signature
The `test_line_of_sight` can currently provide the closest intersecting distance, but it would be very useful, especially for AI scripting, if this function could also return the signature of the intersecting object. This PR adds that functionality.
Tested and works as expected. Happy to discuss strategies for changing implementation, too. The extra, third return value for object signature was added to `getLineOfSightFirstIntersect` function because that function already returns 2 values. Thus, it will remain compatible with older scripts which only save the first 2 returned values.
* fix documentation
* fix typo
* return object instead of sig
* fix pointer
* use pointer pointer for full fix
* name clarification
Allow the variables controlling ship shudder to be independently set using scripting. Also add new flags to apply the shudder without decay and apply the shudder regardless of camera.
Also change the shudder timestamp to the new style.
* Add Animation Instance Flags
* Add SEXP barebones
* Unify and simplify animation parsing
* Clean up animation calling and use new animationlist api
* Add missing break
* Add Lua access to a ship's Scan Time
* Disallow writing to the shipclass value
* Remove ship access in favor of shipclass access. Resolve read only issue.
* Cleanup and error if script attempts to set Scan Time
* Whoops. Still need to get the shipclass.
In #4443, `fl_near_zero` was set to use default epsilon values in the `IS_VEC_NULL` check. In this comparison, epsilon is the wrong threshold because it used to have a much smaller threshold. The fix restores the previous definitions of `IS_VEC_NULL` and `IS_VEC_NULL_SQ_SAFE` by exposing the epsilon value as an optional parameter (similar to how `IS_NEAR_ZERO` used to work. This PR also restores `IS_VEC_NULL_SQ_SAFE` where it was replaced by `IS_VEC_NULL.`
* more cleanup in preparation for model translation
1) Clean up stepped rotation, fixing some logic, adding safeguards for invalid values, and allowing rotations to go in the opposite direction
2) Add more specific SEXP error checking for AWACS and rotating subsystems
3) Assorted refactoring and polishing
* address feedback, plus a bit of extra cleanup
Previously the persistent object sound management code would attenuate all script-assigned sounds by engine strength, and would not play them at all if the engine was off. This fixes the code to only apply that logic if the sound is in fact and engine sound.