Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships.
There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
Update the Lua enums to be consistent with the new ShipStatus enums.
Separately, add an extra ship registry check in the event a ship doesn't exist in the ship registry.
The Star Fox barrel roll effect is achieved using a script which spawns a new ship. The script sets no-collide on this spawned ship, but it also tries to set the ship flag for all future ships -- and future ships require a parse object, which doesn't exist for a created ship. This patches the FALLTHROUGH in the sexp code to account for that possibility.
Separately, there are other ways a parse object pointer could become null through unusual code states, so this adds an INVALID status and several additional checks to defend against this crash in other circumstances.
1. Allow setting the homing subsystem if the homing object has already been set
2. Use the `weapon_set_tracking_info` function if setting both object and subsystem, as it handles several important homing things
The `collides` and `no_collide` flags are equivalent, but opposite. So when sexps or scripts get or set those flags, allow each to be used as an anti-synonym (not exactly an antonym) for the other.
1. Add a `vanish()` function for beam objects, to be consistent with other object types
2. Add a `BeamFree` virtvar, analogous to `TurretLocked`
3. Add timestamp variants of TurretLocked and BeamFree to be consistent with sexps
4. Add `BeamLife`, `BeamWarmup`, and `BeamWarmdown` virtvars so scripts can access table properties
5. Add "On Beam Death", "On Beam Warmup", and "On Beam Warmdown" hooks
6. Clarify some existing documentation and patch a couple things
Since other functions in the scripting API remove extensions before loading the files, and since the internal functions expect them to be removed, the streaming anim API should handle that too.
* fast version of setting position and orientation
* preliminary stale collide time
* add global collision cache stale flag instead
* clean up
* more clean up
* no periods >.>
* bring back single object version
* rename and bring back stale object list
* use a set
See title. There were some cascade effects, but the changes are mostly contained to the model code. The calls to `gr_render_model` and `g3_render_primitives` use `const_cast` because constifying that API would require a whole other PR.
1. Add a function to retime *only* the collision pairs involving a specific object. This is useful when only one object has moved, since only collisions involving that object are affected.
2. Use this function when objects are moved for autopilot, via sexp, and via script.
Previously collision pairs were not retimed when objects were moved via script, leading to bugs. This fixes that.