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)
a) add a new method gamesnd_game_sound_exists
b) add script support for this new method
c) use this method when checking for existence of ballistic rearming sounds
d) prevent "empty" and "none" sounds from triggering warnings
The Rotators_locked flag was created specifically as a lab option that didn't affect animations or intrinsic rotations, so return it to that scope. Also rename it to clarify that it applies to subsystems and to be future-proof for submodel translation.
* Add custom data to ship tables
* add index check to shipclass.cpp
* fix hasCustomData name to use the proper casing
* Add custom data to weapon tables
* Add validity checks and remove superfluous empty check
* Attempt to appease clang-tidy
* Use F_RAW as recommended by @BMagnu
* Creates a function to parse maps and uses it in ship.cpp and weapons.cpp
* another attempt to appease clang-tidy
* Remove superfluous using
* Small style and grammar fixes
* Accidentally forgot this change. Rename 'delimiter' to 'end_marker'
This moves submodel rotation out of the AI pipeline and into object movement. With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place. Many associated functions have also been cleaned up.
In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
* Add Per-Ship Class Wingmen Status Dot
This PR adds a ship info value `$Wingmen Gauge Dot Override:`, which allows modders to set wingmen status dots on a per-ship class basis. If no animation is specified then the default dot animation specified in the HUD table wingmen gauge is used.
Both EatThePath and Darius stated this feature would be useful, and it will also be useful for FotG.
Tested and works as expected, including on winged ships present at mission start and delayed winged ships.
* Basic per-render-model + per-ship tools
* Tidy up settable transparency for standalone use
* Force Alpha Premultiplied on external Alphamult
* Fix sexp description.
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.
If a wing has a hash symbol, it needs to match the squadron status gauge for the equivalent name without the hash. This could happen for in-mission jumps or cases where a wing leaves and comes back.
Also remove an obsolete function.
PR #3064 inadvertently caused all goals to display Time To: Unknown, even though time was only supplied for docking and waypoints. This restores the original behavior where the Time To: line simply wasn't displayed.