This allows the coder to test for the existence of a hook variable by comparing it to `nil`. The engine will currently error out and crash if you try to access a nonexistent table field, which is useful for catching typos, but has the disadvantage of disallowing a perfectly reasonable Lua coding practice. So this change checks whether the missing field is part of `HookVariables`, and if so, rather than throwing an error, it just prints a message to the log.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
This fixes three issues where the Lua stack was not cleaned up properly:
- On hook execution, the return value was left on the stack
- For ADE initialization, the global tables were left on the stack
- In libRocket, a metatable was left on the stack
This allows a script to create its own execution context so that it can
control when a coroutine is valid to play based on custom data.
Also adds a function which causes a coroutine to end in an error.
These variables can be used for changing the behavior of the ade_ API
functions. However, they apply to all the ade_get calls so if there is a
call to ade_get_args from an ade_get_args call then it will reuse the
previously set values and produce incorrect results.
This captures those variables as soon as possible and then resets them
so that subsequent calls start with the default values for those
variables.
The previous API only allowed very limited access to the audio stream
system. These changes add full support for playing all types of audio
streams via a dedicated API.
1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
Previously a ship's shields and weapon regeneration per second rates were only stored in the ship_info strut, thus they should not be changed during a mission or via scripting (see #2236 and and #2239). There are many precedents for taking a ship_info value ans copying it to a ship_object value so the value can be changed on a per ship basis in mission (auto aim FOV is one of many examples). This PR thus copies the shield and weapon recharge values to the ship_object and exposes those new values to scripting.
Many physics values are exposed to scripting, including rotational damp. This PR exposes the linear damp to scripting. Note that in the code the linear damp is called `side_slip_time_const`.
This adds access to the command briefing data parsed from the mission
file to the scripting API so it can be used by the UI scripts for the
high res UI.
Also switches the animation support to using the generic anim to use
streaming to improve performance.
I added a pretty generic container structure for the scripting
documentation when adding JSON output. However, I did not use that new
structure for the HTML output since that was just too much work.
This moves the HTML output over to the new structure so now the
scripting API handling code is independent from how the resulting
documentation is generated. I also moved that code out of the main
scripting code which removes quite a lot of clutter in those files.
This is mostly a straight port of the old code with no significant
changes (except the changes to make it use the new data).
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.
This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.
The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.