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)
It appears that live debris is not supposed to have a parent submodel; see the retail NTF Boadicea. This removes the parent from any live debris that might have it.
This should fix#3078.
Previously if a ship's glowmaps were deactivated via sexp, then the glowmaps would reaactivie at the ship's final explosinos. This PR fixes that by carrying that flag into the ship explosion FX code.
This moves towards defining the hooks in the code module that executes
them. Also provides the API necessary for better documentation of hooks.
This only covers a few hooks as a test and demonstration of the new API.
If no issues are found with this it can be extended in the future.
Previously, Engine Wash Intensity didn't actually do anything in the code. This adds a game table setting that let's modders specify to the game to actually take the intensity value into account when calculating engine wash effects.
This PR tidies up the comments in the initial velocity setting, properly sets the player's throttle, and cleans up issues with initial velocity setting and hyperspace warpin types.
Note the removed code block for hyperspace warpin ending was removed becuase it is not needed, as physics calculatios already handles that. Also the calculations that were there did not properly account for initial ship velocity setting.
There's a number of issues fixed here:
* Radar blips of docked ships were the wrong colour in stage 1
* You could target docked ships in stage 1
* Docked ships thrusters were visible in stage 1
* Hyperspace warptype ship could initially appear at their
warp-destination, then spring back to the correct location to complete
the rest of their warpin (because a docked ship had higher speed than
the dock leader)
There may also be a number of other subtle bugs with docked warpin;
e.g. I suspect (but haven't tested) that AI turrets could fire on
docked ships during warpin
These should also be fixed
Lastly, fixes issue #1867