This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.
This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
This adds a simple parser that takes the existing argument
documentations and parses them so that better documentation can be
generated from that information. This should be sufficient for providing
proper documentation generation for the most common and simple cases of
argument lists (type, name, possible default value, and optional
groups).
This can be used by Lua code to trace the runtime of their code in the
same way the engine already is capable of doing for most in-mission and
mission loading code.
Also adds some tracing scopes to the libRocket code
This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.
This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
This adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.
Also clean up some unused debug stuff.
This moves towards defining the hooks in the code module that executes
them. Also provides the API necessary for better documentation of hooks.
This only covers a few hooks as a test and demonstration of the new API.
If no issues are found with this it can be extended in the future.
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.
This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
This adds a new graphics type for the Vulkan graphics API. All this does
is to create a vulkan instance and a presentation surface with the help
of SDL.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
This elimiates all of the remaining "old style" uniforms from our
shaders. This might not be optimal for all situations but I have
confirmed that it is at least not worse at the moment.
This is a generic way to get matrix data to shaders without using
(old-school) uniforms. This is another step towards more compatibility
with how new APIs (Vulkan) do things to increase the odds for a Vulkan
port at some point.
This will write Mini dumps in the event that the executable causes a
crash. This will allow us to take a closer look at any crashes without
having to reproduce them.
The new gauge can be accessed by the scripting API with which a function
can be set which will be called when this gauge is rendered. This can be
used for exposing the HUD gauge positioning and RTT options to the
scripting API without a lot of work needed for the script writer.
There is currently only one rendering function implemented since this is
only a proof of concept.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
This changes the pilot reading code to always use JSON files for storing
the pilot data. Old pilots are converted to the new format when FSO
starts and after that point only JSON pilots will be used.
This uses the Discord Rich Presence API for improving the integration of
FSO into Discord. At the moment this includes state notifications for
being in the main hall, the command and mission briefing and in-mission.
When in-mission it also includes the elapsed time of the mission with
support for time compression.
The details part of the notification includes the campaign name and
mission name if possible.
This allows to use the built-in lua "require" function with our file
system. This will help organize complicated scripts and it will also
allow to use libraries which were designed for this system.
To enable this change, this includes a new mechanism which allows to
load scripts from the default file system so that the files don't need
to be included in every mod. The default files can be overridden by a
mod if a special mod-table option has been set, similar to how external
shaders are handled right now.
This adds an API for the scripting system which allows it to load and
display movie files using the standard movie player code which includes
multi-threaded frame decoding.
This unifies how our CMake system handles adding source files to the
project so that all subprojects use the same mechanism. This also makes
it easier to add a new source folder to the code project since you don't
need to editor three places at the same time anymore.
The current scripting hook is pretty simple and straight forward but it
makes a couple of scripting applications harder to implement than
needed.
For example, a lot of scripts need to do some work every frame
for all or some objects. The script needs to manage an internal list of
all the objects that are affected by that list which includes removing
invalid objects to conserve resources. This effectively mirrors what the
engine already does and adds unnecessary overhead.
In these changes I added a generic event system which can be used by any
part of the code for providing callbacks when a specific event occurs.
As an example, I added hooks for the pre- and post-move events to the
object class which are called before and after physics are applied to an
object.
I integrated that feature into the scripting system so now a script can
simply register a function as a callback which will be called whenever
the target event is executed.
This adds a scripting API which can be used for adding and removing
background from a mission similarly to the existing SEXPs but with full
support for floating point numbers.
This was requested by Axem on Discord.
This adds support for rendering models using thick lines (that means
lines wider than 1 pixel) which is required by the hardpoint HUD gauge.
This feature was present before the switch to OpenGL code and had to be
removed since the core profile does not support rendering lines wider
than 1 pixel.
This uses a geometry shader for converting all the triangles from a
model to 3 quads along the triangle lines which are as thick as set by
the model renderer. Geometry shaders are quite slow if they generate a
lot of geometry (and this generates 4 times the usual amount of geometry
in the shader) so it's probably not a very fast rendering operation but
it is only needed once per frame so it shouldn't be too bad.
I also added support for the RenderDoc API since I needed that for
debugging and it might be useful in the future. It will only become
active if RenderDoc is actually attached to the process so in most cases
the new code will do nothing.
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.
This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.
As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
This fixes various issues I found while trying to compile FSO in a cross
compilation setup using MinGW. This is a prerequisite for merging Tea-CI
support.
This changes the decal system so that it is able to modify the normal
map of the scene. I tested this with some existing normal maps but I am
not entirely sure if the tangent matrix I construct uses the right
values so some additional testing with normal maps made specifically for
decals would be good.
This also fixed the issues introduced by the changes to how directional
lighting was handled. Now a decal can have a diffuse and a glow map. The
diffuse map is used to change the values of the color buffer and also
supports ambient lighting. The glow map renders into the emissive buffer
and should be used for effects that should not receive lighting.
The previous method of rendering nebula fog didn't work correctly with
deferred shading since it changed the color of the material which
obviously caused some issues when it received light from a beam or a
weapon. This wasn't very noticable before because the directional lights
were handled correctly but since all the lighting operations have been
moved into the deferred shading phase it is very obvious that something
is wrong with our nebula rendering.
This fixes that by introducing a new shader which does a fullscreen pass
after resolving all the lights. It applies the usual fog formula based
on the depth of the fragment but it can only use a fixed distance range.
FSO support specifying a range for every object type but the default
range I chose should work properly for all ship types.
The new code only applies to opaque meshes. Transparent meshes are
fogged using the standard formula.
The previous version used NanoVG which caused quite a serious FPS drop.
This adds a buffer batching class which groups line drawing operations
together and submits them to the GPU with a single draw call.
This is mostly intended for total conversions to allow them to set
themselves apart from FS2 based mods. It uses the new in-memory
filesystem to support a default icon in case no icon was specified by
the mod.
There was a slight difference between the GGX function from the main
shader and the deferred shader. The deferred shader didn't use the
fresnel value stored in the G-buffer for some reason.
This fixes a warning caused by parsing the default ai_profiles table
twice. The default table was moved out of the data/tables folder and
into a special builtin category which will not be included in CFile.
This allows to use more complex file structures in the executable
without requiring that those exist as real files. The rest of the code
does not need to handle the difference between a default file and a real
file anymore which means that it's now possible to embed image files
into the executable since bmpman only needs to use the standard CFile
API.
I added two tests which check if the default file can be found and
opened and if a mod file overrides the default file which should always
be possible.