Since `gr_string` can accept a length parameter, there's no need to copy each line before it is drawn.
Related to #5495 but not one of the two options mentioned.
* initial API for hud config elements
* get rendering, highlighting, and selecting working
* Add a way to create color objects
* some cleanup and fixes
* go away we dont need you
* allow arbitrarily scaling the hud config draw
* last few config options and innitial preset handling
* vectorize hud presets and setup handling
* some last minute fixes
* iiiiiiiiiiiiiiiiiiiiiiint
* really
* documentation and address feedback
* completely revert this as well
* more documentation
* document all the things
* comment out unused parameter
* peach emoji retentive
* whatever
* return types
* color
Scripts that render models in the On Object Render hook were effectively doing immediate renders in the middle of queued renders. This caused some data, such as model orientation, to 'leak' between renders. It might also have something to do with why the bug in #4637 had the particular graphical side effects that it did.
Anyway, changing the immediate renders to queued renders fixes the leaky orientations, and is probably a good upgrade for other reasons as well.
Follow-up to #4602. Overall the PR was good, but there are a few extra small changes that should go in. In order of priority:
1) The `exitLoop`, `skipMission`, and `skipTraining` functions should check for campaign mode.
2) The `isVisible` virtvar should be changed to a function, because calling it may have side effects. In standard usage, the briefing formula is evaluated exactly once per stage on briefing initialization, so scripts should follow this convention.
3) The `hasGoalsSlide` function should be called `hasGoalsStage`, because "stage" is the common terminology in FSO.
4) Paging out mission messages is already done in `game_level_close` and should be removed from not only the scripting method but the method it was based on.
5) For consistency, unused parameters should use the `SCP_UNUSED` macro.
6) The `isTraining` flag check can be slightly streamlined using the double-not trick.
There's no need to keep all this infrastructure to run every frame for a barely used situation. This cleans it up a bit and does the position reset in the actual drawString function.
* add some extra safeguards to gr.drawString
These will add insight if the errors reported by RedMadeJoe pop up again. The root cause is in the script, but this will prevent FSO from choking.
* Add static bool for warning
* Add support for drawing batched 3D lines of arbitrary color and thickness.
* Add draw3dLine lua function.
* Move line texture out of graphics.h into graphics.cpp, also rename it for proper code style.
* Move line texture generation to batching.cpp, create dedicated batching_add_line function and add support for a line with variable thickness at the start and end.
* Use references in the verts loop
* Add bound checks for line widths
* Warn if the Lua script uses invalid widths
* Adds the getColor() function to the Graphics lua library, allowing users to check what color is active for 2D drawing.
* Adds the getColor() function to the Graphics lua library, allowing users to check what color is active for 2D drawing.
* Adds the angle parameter to gr.DrawRectangle, allowing scripters to draw arbitrarily rotated rectangles.
* Revert "Adds the angle parameter to gr.DrawRectangle, allowing scripters to draw arbitrarily rotated rectangles."
This reverts commit b1a0480f32.
* Adds the angle parameter to gr.DrawRectangle, allowing scripters to draw arbitrarily rotated rectangles.
* fix wrong vertex position for unfilled rotated rectangles
* Adds a @param entry to gr_rect explaining the angle parameter.
* Attempt to fix operations with int to float conversions.
* Fix parameters in documentation string
* Change NULL to nullptr to satisfy modern coding standards
* Trying to make code a bit cleaner
* Added a byte limit for line length in split function
* Fix call error
* Ádd missing limits import
* Change hardcoded values into defines
* Cleanup default argument
This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
This was 20.1 since I erronously thought that the "current" nightly
version was lower than that. This updates the version to a release that
has not been built yet.
Since that function already has full support for UV scaling it makes
sense to unify the behavior in one function instead of having a separate
monochrome function that does weird things.
Also deprecates that function since all its use cases are now covered by
drawImage.
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 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.