Fixes a startup assertion failure in Star Fox: Event Horizon, where a Lua
call to gr.freeAllModels() wiped Polygon_model_instances but left the UI
render instance cache holding stale indices. The next state transition
called model_clear_cached_ui_render_instances() which asserted in
model_delete_instance().
Closes#7513
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
Fix#4089, part 2:
- properly link special-point subsystems with -destroyed submodels, if such a relationship exists and a game_settings.tbl flag is set
- add some helper functions for -destroyed variants of submodels (and now subsystems)
Fix#4089, part 1:
- give the `my_replacement` and `i_replace` fields clearer names
- for submodels with the `Is_damaged` flag (representing -destroyed variants or debris), initialize them to blown-off (the true fix for #3078, fixing a regression introduced in the model instance refactor)
- roll back the de-parenting of live debris from #3089 (726ce953c7), because it was a wrong fix to the initialization bug and introduced its own subtle bug when positioning live debris
- roll back the `Can_move` flag skipping from #4138 (063d7afcfe), because it was another wrong fix to the initialization bug
- add some clarifying comments
* use std::move() for local variables that are copied but not reused
Addresses ~140 Coverity "Variable copied when it could be moved"
defects across 74 files. Every std::move() targets a local variable
whose value is consumed by push_back, emplace, assignment, lambda
capture, or a function call and is never read again afterward.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
* clang: use std::make_shared
* clang: use std::make_unique
* address feedback
---------
Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
Fixes the long-standing intermittent bug where the GTD Orion#Repulse in
Silent Threat: Reborn's "Forced Hand" mission spawns with all subsystems
unlinked, leaving the ship untargetable and undisableable. The same root
cause has been reported since at least 2015 (HLP topic 89403) and was
provisionally closed in #3147 as fixed by #3858, but #3858 was an unrelated
parse_ship_values memory leak fix and never actually addressed this
behavior. Recently the underlying check at ship.cpp ~8043 was promoted
from Warning to Error (#5591), which is why Release players are now
hitting a hard error dialog instead of just seeing missing subsystems.
Root cause
----------
model_unload() walks Ship_info and resets si.model_num = -1 on every
ship_info that referenced the model, but does not touch
si.subsystems[k].model_num. Subsystem entries are left pointing at the
freed model id. When a subsequent mission reloads the same pof under a
new id, ship variants that share the model rely on
ship_copy_subsystem_fixup() to re-link their subsystem arrays, but the
fixup matches by name via model_copy_subsystems() and any unmatched
destination subsystem stays at -1. The mismatch case in
model_copy_subsystems() was guarded only by Int3(), which is a no-op in
Release builds, so the failure was completely silent until subsys_set()
errored out much later with no useful context.
The bug is intermittent because it depends on three independent ordering
factors: which prior mission was last played, which Orion variant that
mission used, and the iteration order of Ship_info during the next
mission's ship_page_in().
Changes
-------
* model_unload(): when clearing si.model_num for an unloaded model, also
clear every si.subsystems[k].model_num that pointed at the same id.
This is the structural fix and eliminates the entire class of stale
subsystem pointers surviving across mission boundaries.
* model_copy_subsystems(): replace the silent Int3() in the name-mismatch
branch with Error(LOCATION, ...) naming the unmatched subsystem. This
surfaces a failure mode that has been invisible in Release builds for
over a decade and gives modders an actionable diagnostic when sibling
ship classes that share a model have inconsistent subsystem names.
* ship.cpp: introduce verify_ship_subsystems_linked() helper that checks
every model_subsystem on a ship_info is linked into the same model the
ship is using, and fails with Error(LOCATION, ...) naming both
polymodels if not. This is the canonical post-condition for both
ship_copy_subsystem_fixup() and model_load() (which is supposed to
link subsystems via do_new_subsystem()).
* ship_create(): call verify_ship_subsystems_linked() after
ship_copy_subsystem_fixup() so that any failure to link a subsystem
is surfaced with full context (ship name, subsystem name, both model
filenames) instead of propagating to a generic error in subsys_set()
much later. This closes a long-standing asymmetry where ship_page_in()
had a guard (added by zookeeper in 2015) but ship_create() did not.
* ship_page_in(): three post-fixup verifications were gated by
#ifndef NDEBUG with Warning() or Assertion() calls, both of which are
no-ops in Release builds. Replace each with a verify_ship_subsystems_linked()
call so they fire in Release as well.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
Add a useful function for getting a ship_info pointer from a ship registry entry. Also rename `ship_has_dock_bay` to `ship_has_hangar_bay` for clarity, since docking bays and docking points are not the same thing. Finally, add a `model_has_hangar_bay` function.
* First draft of prop object type
* Add prop editor dialog in FRED
* prop sexps
* lua table prop support
* lab support
* lua mission access to props
* prop collision support
* use std::optional so the object->instance id is always valid
* allow props to block suns
* minor cleanup and remove arbitrary limit. Still limited to 500 objects.
* Sort props by category
* cleanup
* implement collision hooks
* parse prop flags and further ensure props are inited and closed correctly
* Add Cyborg's multi suggestions
* fix missing header
* add props to empty slots if available
* add multi signature
* fix rebase issues and match collisions to the new multithread style
* appease Clang the Conquerer
* save/parse mission prop classes by name
* Clean up comments and finish TODOs
* fix string errors
* clang wants this to be static now
* address feedback
* address feedback
* Use model num from prop info instead
* merge prop and ship collision group sexps together
* fix rebase bug
* address feedback
* fix name shadowing
* ship heavy submodel
* clang
---------
Co-authored-by: Asteroth <[email protected]>
* Revert "Move insignia post-processing to model load"
This reverts commit 665d7145b6.
* Revert "Cleanup of old insignia stuff"
This reverts commit fdf98a1f3a.
* Revert "render insignias as decals"
This reverts commit 24cdeb3c95.
* Isolate reverts to insignias
* Fix oversight
* clang tidy
Add assertions to the model parsing macros to guard against accessing out-of-bounds memory. Patch the model parsing routines to avoid going out of bounds, even if the out of bounds situations are temporary and benign.
* Update nightly build to use windows 2022
* Update build-release.yaml
* Update build-test.yaml
* Update test-pull_request.yaml
* Upgrade to CMake 3.21+
temp commit
* remove cotire due to incompatibilities
* Update dependencies to compile on CMake 4 with no warnings
* Update ANTLR4
* Update GTest
* Fix Windows CI
* Fix case sensitive ANTLR include
* Fix naming issues and disable shared ANTLR+
* Include Mess for MSVC
* fix new windows signed/unsigned compare warning
* FRED2 linking settings
* Don't clang tidy gtest
---------
Co-authored-by: Tyler Blount <[email protected]>
FSO doesn't appear to use this any longer. And even when it was enabled the
requirements made it largely useless anyway. Removing to clean up cfile a
bit and so we don't have to keep maintaining it.
Some QoL improvements:
1. Update `$fvec` and `$uvec` parsing to also allow parsing `$rvec` and to allow only `$fvec` to be specified; also make parsing more robust against failure
2. Allow `$fvec` and `$uvec` to specify the "facing" direction if `$look_at_offset` is not specified
3. Add a few additional warnings for incomplete or invalid POF data
Although normalized vectors in FSO are supposed to stay normalized, occasionally small floating point errors can pop up. In most cases these do not cause a problem, but in certain cases these errors can rapidly accumulate and corrupt an otherwise well-behaved matrix. This can most easily be seen with daisy-chained dock sequences or docked ships with angled dockpoints.
This PR audits the usage of `vm_vector_2_matrix_norm` to re-normalize vectors in cases where floating point errors could accumulate. There are also a few new Assertions for extra vigilance.
Follow-up to #6596. Fixes#6634.
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors. Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
1. Trim trailing whitespace on any property values, just as leading whitespace is trimmed. All places where `get_user_prop_value()` is used implicitly or explicitly require this.
2. Warn the user if an invalid `$special` value is parsed. This would have caught #1, and will now catch related errors, such as misspellings, in the future.
3. Enhance `string_lookup()` with the ability to print the list being searched, if desired. Remove an unused version of `string_lookup()`.
4. Check for lower-detail submodels being recognized as subsystems.
* Fix incorrect ship legacy particle curve assignment
* Setup trigger radius
* Properly attach particle sources to objects and subobjects
* Add trigger velocity for weapon impacts
* Onetime particle source timing fix
* Warnings
* Allow global_to_local to work with no submodel
* Allow global_to_local to work with no submodel, again
Several changes related to the volumetrics model fix:
1. Update the `model_load()` prototype with better parameter names, including a new `ErrorType` enum defined in pstypes.h
2. Update the `MIN`, `MAX`, and `CLAMP` macros, all of which were susceptible to performance issues because they duplicated their tokens. This could cause functions or calculations to be re-run unnecessarily. Since the codebase is now on C++17, `std::clamp()` can be used.
3. Update the rest of the codebase to fix any associated issues.
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
As discovered by WouterSmits, campaigns with periods in their filenames caused issues with FSO's campaign handling. Specifically, in The Babylon Project, the EA-Minbari war v1.0.fc2 campaign would not save progress because FSO expected EA-Minbari war v1.fc2 in certain places. This is because the `_splitpath()` function attempted to remove an extension from a filename that already had it removed. For most campaigns this did not matter, but WouterSmits found a campaign where it did.
To solve this, there is now a new `util::get_file_part()` function to remove the path without removing the extension. This replaces `_splitpath()` for campaign files, as well as the similar `clean_filename()` and `GetFilePart()` functions in other places. All code paths were inspected for any chance of inadvertent extension adding, and Assertions were added to verify future code. The only potential problem area was `player:loadCampaignSavefile()` which now pre-removes the campaign extension if needed.