Goober5000
b9a803a771
fix from Admiral MS -- move waypoints properly when moved via scripting
2012-10-29 20:27:31 +00:00
The_E
f98e75dde6
A few updates to Team Colors:
...
-Team Colors can now be applied to player ships
-change-team-color sexp for on the fly changes
-New F3 lab controls: T and Y can now be used to cycle team color presets
2012-10-26 18:39:43 +00:00
m_m
e2e3eeafed
Adding a few new scripting functions, including support for dockingpoint access for scripting and a function to draw HUD-like brackets around an arbitrary subsystem.
2012-10-12 16:14:47 +00:00
The_E
c69f00d90e
Fixes issue with Team Colors accidentally causing a null pointer dereference. Thanks to mjn.mixael for prodding at this.
2012-09-11 22:24:45 +00:00
Echelon9
ffa4efd64a
Fix LLVM warning: Declaration shadows a field of 'cockpit_display_*'
2012-09-06 16:44:16 +00:00
zookeeper
93758084dc
Fixed includes forgotten from last commit.
2012-08-01 10:06:54 +00:00
zookeeper
20b3d8c94d
Prevent garbage collection of texture handles which still have a non-zero load count. Underlying reason for why this can happen in the first place still unknown.
2012-08-01 09:45:26 +00:00
Goober5000
bbcd26c2d7
remove warning
2012-07-29 20:57:35 +00:00
Goober5000
cc45955cf2
m!m's patch for returning invalid IDs
2012-07-29 19:22:48 +00:00
The_E
3b1a94b751
After a long time being tested in TAP, Team Colors are now stable. Please refer to http://www.hard-light.net/forums/index.php?topic=79743.0 for details.
2012-07-28 20:53:57 +00:00
Echelon9
ddbbe72630
PVS-Studio fix: V601 The 'true' value is implicitly casted to the integer type. Inspect the fifth argument. lua.cpp 6982
2012-07-16 12:19:00 +00:00
Goober5000
dfc0d6ec15
m!m's fix for signed/unsigned mismatch
...
(IT'S OVER 9000!!!)
2012-07-14 18:11:21 +00:00
The_E
ab868da2d9
Various fixes and additions to the lua API from m!m:
...
Matrix vectors: getUvec(), getFVec() and getRVec()
equals operators for weaponclass and shipclass to improve performance where a string comparison was needed before
Cockpit display interface. Allows scripting to access the cockpit displays defined in ships.tbl and render to them using RTT
A getParent() function in the subsystem handle which returns the parent object of the subsystem
Numerous fixes in the way turret subsystems are handled which now results in more correct behavior
Targetable variable in subsystem which specifies if the subsystem is targetable or not
getNextFiringPosition() function in subsystem which returns the position and the direction of the next firing operation of the specified turret
Scripting access to post processing values
getCurrentCamera() function to retrieve the currently active camera
setLineWidth() to modify the width of the lines that are getting drawn
setClip() and resetClip() to set the clipping areas used for drawing
2012-07-11 17:19:33 +00:00
Echelon9
e20a418c94
PVS-Studio fix: The 'false' value is implicitly casted to the integer type.
2012-05-28 13:35:39 +00:00
Echelon9
55703bb600
GCC warning: Defined by not used, in lua.cpp
2012-05-27 14:00:17 +00:00
Echelon9
592c9421ac
GCC warning: Fix absence of parentheses, further
2012-05-27 13:35:05 +00:00
Echelon9
0ba6d38a31
GCC warning: Fix absence of parenthesis
2012-05-27 13:07:53 +00:00
The_E
9d3faf893e
Adds ability for scripting to manipulate subsystem armor classes and shield armor classes as well.
2012-05-05 14:39:49 +00:00
The_E
2b40344bc7
Adds scripting access to a ships' armor type.
2012-05-05 14:07:31 +00:00
Echelon9
e21ad72877
Utilise the CLAMP() utility macro in a further range of appropriate locations
2012-05-02 15:15:48 +00:00
Goober5000
908557be9f
fix for Mantis #2630
...
(LUA is not mentioned, but the problem might affect that too)
2012-04-13 07:01:45 +00:00
Echelon9
a10b5ae804
warning C6011: Dereferencing NULL pointer 'wp->turret_subsys'
2012-04-11 14:44:59 +00:00
Echelon9
a0e59defd6
CJumpNode class code convention; convert to UpperCamelCase for class and function name; ensure all private variables adopt m_ prefix
2012-04-07 11:07:30 +00:00
The_E
6badeadd54
As per discussion for Mantis 2633, Reverting revision 8544 due to timer drift.
2012-03-31 20:30:09 +00:00
zookeeper
8e8d11962b
Fixed the inability to use ship:TargetSubsystem to set the player's subsystem target during one frame even if the ship was not already being targeted.
2012-03-04 13:48:40 +00:00
zookeeper
e98ff51535
Eli2's minimal timer fix patch(es) from http://www.hard-light.net/forums/index.php?topic=79070.0
2012-03-01 19:16:31 +00:00
zookeeper
535c0f3bb5
Added subsystem:NextFireTimestamp scripting variable, exposing the ship_subsys->turret_next_fire_stamp variable to Lua.
2012-02-20 10:10:50 +00:00
zookeeper
56a62f6a46
Added subsystem:TurretLocked scripting variable, providing a way of directly getting/setting the locked status of a turret (also without the random delay incurred by the turret-free SEXP).
2012-02-20 10:07:38 +00:00
zookeeper
6198e29bad
Added weapon:ParentTurret scripting variable, providing a handle to the turret (if any) which fired the weapon. This allows $On Turret Fired hooks to easily get a handle to the fired turret.
2012-02-20 09:59:34 +00:00
zookeeper
9f3bc98876
Fixed a few typos in scripting documentation.
2012-02-20 09:53:24 +00:00
zookeeper
9dfb30b67d
Added subsystem:getModelName() scripting function, returning the original subsystem name as it appears in the model file, which is useful for example as a unique subsystem identifier.
2012-02-09 19:51:23 +00:00
Valathil
eb658ce53e
Fix for Mantis 2458: Initialize stuff before calling the point_to_vec function so it has the right matrices for calculation, also fixed scripted sphere drawing
2012-01-30 09:29:32 +00:00
zookeeper
c12fa5c183
Small scripting documentation fix: modeltextures -> modeltextures_h.
2012-01-21 15:52:31 +00:00
Echelon9
cccabac1af
Fix for #2567 - LLVM warning: Semantic issue in lua.cpp
2012-01-14 00:31:14 +00:00
Echelon9
7270d1fb88
Fix for #2566 - GCC warning: NULL used in arithmetic in lua.cpp (lua_getstack(L,n+1, ar) == NULL)
2012-01-14 00:22:58 +00:00
Echelon9
a24370a2e2
Fix for #2565 - GCC warning: Use of unary operation that may not be intended in lua.cpp (type =- 1;)
2012-01-14 00:17:03 +00:00
The_E
6b1bf3ea0f
Various scripting patches from m!m:
...
--Eyepoint access to the model handle
--getCollisionDistance() to the collision info handle to get the precomputed distance to the hit point
--A Disabled variable for the ship handle
--getTimeUntilExplosion() for the ship handle to get the time until the ship finally explodes
--A change to the documentation of ad.play3DSound() to reflect that the function also takes position parameters
2012-01-13 17:46:36 +00:00
Echelon9
5bf63e8c8d
Third part of fixing jump_nodes refactor, remove the union approach to linking Jump_nodes into Objects[]. First go at clearing the FRED errors.
2011-11-19 04:07:30 +00:00
Zacam
69ec80042e
From zookeeper: Correction to the getAnimationDoneTime in lua.cpp time_s calculation.
2011-11-14 09:45:20 +00:00
The_E
c8d456a784
Moving this up a bit more
2011-10-28 11:21:25 +00:00
The_E
2a80a598f7
This line shouldn't have been removed in m previous commit. No idea how that happened, but I moved it closer to where it's actually used.
2011-10-28 10:41:01 +00:00
The_E
327afbc262
From zookeeper: Adds kill() function to asteroid objects
2011-10-28 10:01:54 +00:00
The_E
681c2a356e
From m!m: Reworked scripting sound API
2011-10-28 09:59:31 +00:00
Echelon9
b45a5ee281
From m\!m: access to the Viewer_mode as I need to know if the view is currently in the cockpit or not
2011-10-09 12:57:39 +00:00
The_E
4237db0536
Fixes issue with the mn.Asteroids and mn.Debris scripting tables, as these were accidentally 0-indexed instead of the Lua-standard way of starting indices from 1.
2011-10-06 15:09:26 +00:00
The_E
939f1f949f
Damn, wrong line changed.
2011-09-30 17:54:01 +00:00
The_E
766486b103
Update to ad.playMusic to allow control over whether or not to loop the passed sound file.
2011-09-30 17:53:06 +00:00
The_E
4ce7dfe9e4
Revert 7789
2011-09-24 17:42:56 +00:00
The_E
24d6ca3bad
PVS Studio related: False alarms
2011-09-24 15:46:24 +00:00
The_E
5b53430da5
From m!m: Adds isTurret() and isAfterburnerActive() Scripting functions
2011-09-17 12:59:54 +00:00