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.
- detect server connection error messages before blindly
moving to user login (crash fix)
- detect read errors and fail accordingly (crash fix)
- allow server disconnect to run even if we aren't connected (cleanup & reset)
I don't know when this was introduced but the bug is extremely obvious once someone hit the crash. It should just be using the timestamp that the packet was received, not trying to put that timestamp into a vector whose index is server frame numbers.
Previously, the velocity could be off by up to 1 m/s. This gives that packing function one more byte to work with, so that we have a lot more accuracy to work with.
* Allow Text to show failure on Clients
Function was accidentally returning false before sending an update on failure.
* Play directive sounds for clients
This adds a short client version of the function that initiates the directive completion sound.
* forgot to remove a failed experiment
* Limit instances of Client Collisions to Avoid Instant Death
* Set timestamps correctly (take 2)
* Handle server check the same everywhere
* Clearer Logic Here
This refactors the tolower/toupper code to use standards-conformant logic, and also adds some helpful utility functions. Regular tolower/toupper must be supplied a value that can be represented as `unsigned char`, but the std:: functions are a bit more robust.
Implements send-message-chain as described in issue #3185. Also fixes the default argument for message priority, and mirrors the default argument fix to qtFRED.