Commit Graph
704 Commits
Author SHA1 Message Date
Goober5000 97952d6b6c refactoring in preparation for model translation
Mostly renaming of fields and functions, and moving some modelread sections into functions.  This reorganization will put the code on a better footing for the model translation feature.  No model translation code is included yet, and there should be no change in functionality.
2022-01-29 15:53:21 -05:00
Taylor Richards 3e0d95eff8 reset object colliders after each mission 2021-12-29 07:12:03 -05:00
Asteroth c3c75ff880 Fix weapons with submodel rotation firing (#3850)
* remove vestigal code from 'remove 'stream' weapon handling

* unused variable
2021-12-26 13:26:58 -05:00
BMagnu 9930d435a2 Animation Rework Phase 3 - Fixes for Multi (#3846)
* Switch Multimsg to use netsig for animations

* Unique-ify animation ID's

* Clang Tidy

* Implement first suggestions

* Implement suggestions 2

* Add get model instance safeguard
2021-12-25 03:01:13 +09:00
BMagnu 79283d9002 Animation Rework: Phase 3 (#3793)
* Refactor submodel handling by animation code

* Add Animation Flags

* Add Codeowner for animations

* Add new Animation Table

* Time Fix

* Weapon Launched trigger + bugfixes

* cleanup rebase artifact

* Add WeaponFired triggers

* Table deprec

* Allow multiple animations on the same trigger

* Add Translation segment

* Integrate new Animation workflow

* Small Fixes

* Submodel not found safety

* Add Pause

* Also allow dockport name

* Update Animation SEXP/Scripting + fix change ship class issue

* Multi fix + disable old animation sexp

* Weapon Scripting Function

* Fix bugs and replace bind

* Add onspawn trigger type

* Fix issue on ship death

* Fix Absolute Rotation

* Fix erroneous application of animation, add random start phase

* Disable Translation

* Fix Clang

* Incorporate feedback

* Incorporate feedback 2
2021-12-10 14:44:13 +09:00
Goober5000 9d6eec939c refactor submodel flags and add $rotate_accel
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified

Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
2021-11-17 21:45:01 -05:00
The Force ec35b5815e Merge branch 'master' into feature/QtInitialStatusEditor 2021-11-07 15:55:12 +00:00
Asteroth 375e1caca9 Remove 'stream' weapon handling (#3720)
* remove stream handling

* unused variable

* turn stream' into an unused flag

* yes really whitespace changes just for clang tidy
2021-10-22 16:15:56 +09:00
David Gibson 1c2b83f6aa Removing dead code paths 2021-10-17 11:05:37 -05:00
Goober5000 ae63f02829 rename intrinsic rotation to intrinsic motion 2021-10-13 19:39:16 -04:00
Goober5000 e1f20be856 rename and adjust scope of Rotators_locked flag
The Rotators_locked flag was created specifically as a lab option that didn't affect animations or intrinsic rotations, so return it to that scope.  Also rename it to clarify that it applies to subsystems and to be future-proof for submodel translation.
2021-10-11 12:06:17 -04:00
The Force 86d2ba8ebd Initial Status Dialog 2021-10-10 13:24:04 +01:00
Goober5000 575c050da4 reorganize submodel rotation
This moves submodel rotation out of the AI pipeline and into object movement.  With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place.  Many associated functions have also been cleaned up.

In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
2021-10-10 02:29:34 -04:00
BMagnu a6093dd8c4 Add ammoless secondaries (#3589)
* Add ammoless secondaries

* Macroify 'ammo>0 || no ammo' check
2021-10-02 04:40:03 +09:00
Goober5000 44ce5e9b00 handle invalid gamesnds
If an entry in a game sound fails to load, mark the sound as invalid and don't try to load it afterwards.  This is the "permanent fail" fix for #3388.
2021-09-03 19:10:31 -04:00
Asteroth 47f84846e3 fix collision retiming to never be in the future (#3599) 2021-08-12 17:21:22 -04:00
Birk Magnussen aee9dc6910 Fixed bad stepAnimations call, added initial-type optimizations 2021-08-09 14:36:57 +09:00
BMagnu 9c3b90f403 Merge branch 'master' into anim_rework_1 2021-07-23 03:18:32 +09:00
PhantomHoover 84b25b52d7 Be smarter about when we try to run scripting hooks: don't even bother trying if no scripts are even registered to run on them. (#3538) 2021-07-02 22:50:53 -04:00
wookieejedi ccf0e7eb04 Merge pull request #3510 from wookieejedi/add-extra-script-sound-enums
Add More Options to Scripted Persistent Sounds
2021-06-22 18:37:20 -04:00
Goober5000 e4f9ca05c5 clang 2021-06-22 02:05:26 -04:00
Taylor Richards 0160fac2ff Refactor hud escort list to be less crazy (#2922)
* refactor hud escort list to be less crazy

 - don't keep rebuilding list
 - add and remove ships more efficiently
 - better handling of player ships in multi (fixes #1674)

* fix sorting issues

 - incomplete priority sort
 - reversed alpha sort

* fix additional sorting issue

* improve safety check in list sort function

* add safety checks to hud_add_ship_to_escort()

this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously

* remove entries properly in hud_add_remove_ship_escort()
2021-06-22 01:34:06 -04:00
Goober5000 cc2d06d37c correctly handle non-looping sounds when they have finished playing 2021-06-22 01:24:39 -04:00
wookieejedi c5b29c62c6 incorporate feedback
More modifications are still needed though, so keeping in draft status
2021-06-22 00:11:28 -04:00
Goober5000 e2585a9a0e change secondary_point_reload_pct to be dynamic and to not rely on MAX_SLOTS 2021-06-19 23:23:53 -04:00
wookieejedi 03d51ba400 appease clangtidy 2021-06-17 17:23:01 -04:00
wookieejedi def814fa4e fix typo 2021-06-17 17:01:53 -04:00
wookieejedi 11c5af39d8 Add More Options to Scripted Persistent Sounds
This adds two new enums to persistent sounds which can be utilized by scripts.
1. OS_PLAY_ON_PLAYER, which allows persistent sounds to play on the player's ship.
2. OS_LOOPING_DISABLED, which allows the scripter to set the sound to play once and not have to then call `removeSound` later. Very handy for playing an assigned sound once with one line.

Tested and everything works as expected.
2021-06-17 16:58:25 -04:00
Goober5000 131fadfab3 fix to #3476
The default sound position should be the zero-vector, not nullptr.  Also, this adds a bit of extra type safety.
2021-06-13 15:35:44 -04:00
Baezon 4457471ec5 Merge remote-tracking branch 'upstream/master' into better-damage-type-handling 2021-06-09 17:24:11 -04:00
Goober5000 128107ea43 Merge pull request #3476 from Goober5000/script_obj_sound
add scripting functions to control sounds assigned to objects
2021-06-09 16:00:53 -04:00
Asteroth c840d3e032 Add No_shield_damage_from_ship_collisions flag (#3480)
* add All_ships_take_hull_damage_from_collisions flag

* rename flag and apply flag to debris and asteroid hits
2021-06-09 15:49:35 -04:00
Goober5000 35a09527e5 another #include 2021-06-09 11:52:00 -04:00
Baezon 37c5041c03 improve damage type handling when dealing damage 2021-06-09 03:30:52 -04:00
Birk Magnussen 384b2e20c7 Integrate Initial Type animations 2021-06-08 21:28:15 +09:00
Baezon 6c399ccace fix accelerating weapons culling 2021-06-06 12:23:02 -04:00
Goober5000 3c553665aa remove the 'main' argument from obj_snd_assign 2021-06-05 17:40:58 -04:00
Asteroth 80f4f1abde add weapon ambient sound (#3452) 2021-05-30 16:02:24 -04:00
Asteroth edcdbd02b6 fix bug where shields could be pierced (#3448) 2021-05-28 11:10:18 -04:00
Asteroth d49e24fa0c Add healing weapons (#2873)
* basic proof of concept: healing weapons

* implement healing weapons

* remove unused parameter

* travis

* more travis

* endless travis

* earlier multi client return

* update find_submodel_instance_world_point

* review tweaks
2021-05-25 23:03:20 -04:00
Goober5000 a5f501b58a Merge pull request #3350 from Baezon/fog-setup-fixes
Some fixes to nebula fog set up
2021-05-24 16:07:11 -04:00
Asteroth 5f8cdb37bd 'const vel' is the important quality here, not 'laser' (#3442) 2021-05-22 22:48:56 -04:00
JohnAFernandezandAsteroth 47f6d2b368 Add guardrails to object cleanup during object creation (#3371)
* Prevent Crashes from Weapons being deleted during the collision process

This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.

* Remove Problematic Assertions and INT3's

Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.

* Simplify Code with a good suggestion

Co-authored-by: Asteroth <[email protected]>

Co-authored-by: Asteroth <[email protected]>
2021-05-05 00:52:11 -04:00
Baezon 6ec1f45997 neb fog set up fixes 2021-04-01 02:17:49 -04:00
JohnAFernandez 42c19cdfee Fix Missile Syncing Between Server and Client 2021-03-23 20:31:04 -04:00
Baezon 3810b039f5 Merge remote-tracking branch 'upstream/master' into exponential-fog 2021-03-20 10:39:41 -04:00
JohnAFernandez 5bb934119c Limit instances of Client Collisions to Avoid Instant Death (#3164)
* Limit instances of Client Collisions to Avoid Instant Death

* Set timestamps correctly (take 2)

* Handle server check the same everywhere

* Clearer Logic Here
2021-03-18 17:24:08 -04:00
JohnAFernandez 609ed4ed94 Remove the fireball limit (#3224)
* Remove the fireball limit

* Handle Feedback

(Without the main PC, so really hoping I don't do any typos)
2021-03-17 14:21:06 -04:00
Baezon f5e32fa1a2 Merge remote-tracking branch 'upstream/master' into exponential-fog 2021-03-15 02:27:22 -04:00
Baezon cf3ce54038 comment clarity 2021-03-07 14:20:55 -05:00