Asteroth
7bec61f195
Make secondaries use $energy consumed ( #3847 )
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* secondaries can consume energy, and only flash energy bar if depleted energy
* tweaks
* fix weird spacing
2021-12-26 13:25:31 -05:00
Asteroth
d079d7fad2
Expose nebula visibility factors ( #3676 )
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* Expose nebula visibility factors
* separately expose size factors
* naming changes
2021-11-10 13:07:04 -05:00
Brian Hernandez
08548ea517
Scale distant combat related effects so they stay visible ( #3656 )
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* Scale distant combat related effects so they stay visible
- Effects scaled so that they always maintain a minimum pixel size
- Supports lasers, beams, all trails, muzzle flashes, and thrusters
- Disabled by default, but can be configured through the game_settings.tbl
* Added comments clarifying when min pixel size scaling happens.
* Convert some NULLs to nullptr to make CLANG happy
2021-10-13 19:46:01 -04:00
Asteroth
76046d8aee
Clean up beam type naming scheme ( #3670 )
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* clean up beam type naming scheme
* appease clang tidy
* cast to int for printing
* address feedback
2021-10-02 02:42:21 +09:00
BMagnu
391de411ee
Vectorize IFF Defs for unlimited IFFs ( #3634 )
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* make IFF limit a vector
* Also change QTFred
* Warnings
* remove decltypes, wrap arrays in unique_ptr
2021-09-30 14:17:28 +09:00
Baezon
360198b99f
handle turret fired beams without targets properly
2021-08-07 12:20:11 -04:00
Baezon
a3513c38b6
Merge branch 'master' into ballistic-beams
2021-07-21 02:59:33 -04:00
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
Baezon
00f7f13371
Merge remote-tracking branch 'upstream/master' into ballistic-beams
2021-06-20 22:09:16 -04:00
Baezon
1441cc8e85
review tweaks for ballistic beams
2021-06-20 21:50:11 -04:00
Asteroth
99fb2c00ab
fix shooter scaling offsets ( #3521 )
2021-06-20 18:30:09 -04:00
Baezon
647334f4ff
redundant fwd declaration
2021-06-17 18:39:46 -04:00
Baezon
3767758ae5
bugfix beam attenuation damage
2021-06-17 17:10:35 -04:00
Asteroth
1525b520d7
Merge pull request #3483 from Baezon/better-damage-type-handling
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Improve damage type handling when dealing damage
2021-06-10 18:53:39 -04:00
Asteroth
e4661b00b1
Add Type 5 beams ( #2817 )
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* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes
2021-06-09 18:53:53 -04:00
Baezon
37c5041c03
improve damage type handling when dealing damage
2021-06-09 03:30:52 -04:00
Goober5000
a1635cdd76
Merge pull request #3301 from Baezon/beam-substitution
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Implement substitution for beams
2021-06-07 11:59:34 -04:00
Goober5000
64f5ad925b
Merge pull request #3466 from Baezon/weapon-no-collide
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Add "no collide" for weapons
2021-06-05 19:22:52 -04:00
Asteroth
2b6041f766
uncouple launch sound from loop sound ( #3450 )
2021-06-01 22:19:30 -04:00
Baezon
59d30157d8
add no collide for weapons
2021-05-31 22:50:00 -04:00
Baezon
b89d395578
unused variable
2021-05-21 17:23:38 -04:00
Baezon
f33b42085e
add support for ballistic beams
2021-05-21 14:57:23 -04:00
JohnAFernandez and Asteroth
47f6d2b368
Add guardrails to object cleanup during object creation ( #3371 )
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* 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
Joshua Glatt
144d484c85
Replace rand() calls with a Random class ( #3332 )
2021-05-04 18:26:06 -07:00
Baezon
5e10fccdbf
Merge remote-tracking branch 'upstream/master' into turret-alt-math-fix
2021-03-27 21:12:30 -04:00
Baezon
3810b039f5
Merge remote-tracking branch 'upstream/master' into exponential-fog
2021-03-20 10:39:41 -04:00
Baezon
827754d6de
minor fixes
2021-03-20 02:31:47 -04:00
Baezon
eb538ffba8
update turret_alt_math for moving subsystems
2021-03-19 02:13:20 -04:00
Baezon
29b03cd49f
implement beam substitution
2021-03-15 23:16:05 -04:00
Baezon
f5e32fa1a2
Merge remote-tracking branch 'upstream/master' into exponential-fog
2021-03-15 02:27:22 -04:00
Baezon
256a047fab
fix rand circle and sphere probability distribution
2021-03-12 16:13:52 -05:00
Baezon
22f7ff3443
fix bias from random_circle/sphere
2021-03-11 03:02:24 -05:00
Baezon
78c79ac88d
debug clean up
2021-03-08 01:37:00 -05:00
Baezon
6e54ed3dfc
more exponential fog
2021-03-08 00:09:42 -05:00
Goober5000
a12a33b189
Merge pull request #3277 from Goober5000/movable_turret_fov_fix
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Turrets on movable submodels
2021-03-07 21:29:28 -05:00
Goober5000
d75b0f4b4b
additional minor cleanup
2021-03-06 20:03:59 -05:00
Goober5000
01daf25fe9
addendum to u_offset
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This improves PR #3257 by updating the frametime after the beam fires, not before, so that the first frame will always be at offset zero
2021-03-05 22:15:55 -05:00
Baezon
3c53b74e5e
switch to exponential nebula fog
2021-03-04 23:02:24 -05:00
Goober5000
d4c6c3e145
turret_norm should now be calculated properly
2021-02-28 21:48:15 -05:00
Birk Magnussen
b4791b3b10
Add flag for beams to track uoffset individually
2021-02-28 14:40:25 +09:00
asarium
8f88801646
Add dynamic action programming system
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This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
2021-02-21 21:29:02 +01:00
Asteroth
616e6a9bc0
Merge pull request #3180 from Baezon/split-collision-light-width
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Split beam width for collision purposes and lighting purposes
2021-02-13 02:15:17 -05:00
Baezon
ec274d58db
clang-tidy
2021-02-10 21:49:49 -05:00
Baezon
6357c2a856
clang tidy
2021-02-07 23:40:14 -05:00
Baezon
24947b64d7
split light and collision width
2021-02-06 22:00:45 -05:00
Asteroth
f1ff6ebf55
Merge pull request #2870 from Baezon/armor-types-beam-weapon
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Use armor/damage types for beam-weapon damage
2021-01-30 02:33:13 -05:00
Asteroth
e0dd807bb4
Merge pull request #3145 from EatThePath/fix-type-d-beam-pulse-lighting
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Stop including tube lights between anti-fighter beam pulses
2021-01-29 00:39:27 -05:00
Asteroth
d1f0f5002f
Merge pull request #2775 from Baezon/burst-seed
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Implement Beam Flags and some adjustments to burst handling
2021-01-28 11:51:30 -05:00
Baezon
d3d016602d
rename beam_flags -> beam_info_flags
2021-01-28 02:46:40 -05:00
Goober5000
6d9e9a2e3d
add collision group checks to debris
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Collision groups were checked between ships, weapons, and beams, but not debris. This adds debris.
2021-01-24 01:07:11 -05:00