A bit overkill for some of this but just covering the bases.
* fix issues with in-game join
* fix multi messaging and multi pause screen
* make sure maintenance stuff (pings, voice, file xfer, etc.) isn't
affected by pausing or time compression
- report when multi.cfg is missing
- add game version, multi version, cmdline, and PXO status
to multi.log
- use non-interactive mode by default on standalone and
enable it as soon as possible
Helps us by also dumping the amount of data that has been processed from that packet so far.
Also, dump how much data we need to get through to finish the packet correctly.
There is a bit of code that detonates a missile if it misses impacting on a subsystem. On Nyctaeus's Arachnas model, missiles could reach the center point of the main beam turret submodel without actually hitting any part of the submodel. The fail-safe code would set the missile to detonate in that case, but on low-FPS systems the weapon would be able to actually hit the turret before it detonated. On high-FPS systems, there is a clean miss.
This reworks the code to delay the missile detonation until it reaches the other side of the submodel, so it has time to hit some other part of it. It also reduces the detonation time from 1/100 of a second (which is more than one frame on 120 FPS systems) to 1/1000 of a second (which is always less than one frame).
This really only applies to DNS lookups, setting the preference to either
be for IPv4 or IPv6 addresses. This makes for a far less error prone
troubleshooting method than disabling one of them outright.
Previously, the game used a dead-reckoning system for measuring time, where several time counters were incremented as long as time was running. This unfortunately has no way to synchronize time in the long term, and therefore in-game time will tend to run faster or slower than real time by a few percent, depending on various factors.
This PR redesigns the timestamp system to use the SDL time counter which will always keep it in sync with real time. However this necessarily involves a bit of clever handling when the game is paused and unpaused. It also revealed several minor bugs in several places in the code where timestamps were handled.
This PR is currently in draft status until the design can be updated to handle time compression. In all other respects it should be working.
Multiplayer screens such as PXO lobby, chat boxes, and multi-game setup screens had hard coded values for the number of lines to display. These would only work correctly with the default .vf font01 from retail. If a mod or user used a TTF or other .vf font than text would spill over. This PR makes these values take into the account the font used.
Tested and works as expected with TTF fonts and the retail fonts. Marking as draft to see what others think.
* improve handling of PXO lobby banners:
- add custom banners support for mods
- remove broken banner randomization code (from retail)
- remove banner hover outline if it's not really clickable
- randomly choose a new banner over time if user is in lobby long enough
* Switch Multimsg to use netsig for animations
* Unique-ify animation ID's
* Clang Tidy
* Implement first suggestions
* Implement suggestions 2
* Add get model instance safeguard
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified
Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
When a ship is killed via scripting, the killer should be credited for the kill in the mission log and the correct hull percentage should be used. Also, the script should work with either the ship or its weapon passed as the killer parameter.
* refactor hud escort list to be less crazy
- don't keep rebuilding list
- add and remove ships more efficiently
- better handling of player ships in multi (fixes#1674)
* fix sorting issues
- incomplete priority sort
- reversed alpha sort
* fix additional sorting issue
* improve safety check in list sort function
* add safety checks to hud_add_ship_to_escort()
this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously
* remove entries properly in hud_add_remove_ship_escort()
* support opening of web urls on PXO screens
(copied out of icculus.org version)
* add delay before allowing more clicks on links
* fix clang-tidy issues
* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes
* 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
* add new popup type to handle mission/table validation
* fix error handling when popup gets canceled
* use bool and get rid of Int3()
* use proper Game_mode check to test for standalone
If the client tries to respawn a player when the server is trying to end the game it will lead to a crash on the client side. This sets the client's game to the correct state when an end game packet is received and adds extra checks before respawning.