* API access to weapons allowed on a ship class and/or in a specific bank
* Allow just checking the ship and not banks
* # This is a combination of 2 commits.
syntax fix
Add method to get number of primary and secondary banks
* We don't need these
* get default weapons for each bank
* # This is a combination of 2 commits.
documentation
return secondary not primary
* fix merge error
* Address feedback
* Applying directional brightness profile value, disconnected spec flags and made specular light always equal to diffuse light
* Switched over to new command line arguments
* Wire lab up to new lighting controls, and provide backwards-compatible defaults for emissive.
* cleanup unused new function
* make static some functions that can be static
* revise command-line and emissive handling
* handled specular sun depreciation and general removal of specular value handling
* Removed specular light color as a separate value in the uniform buffers.
* cleanup of leftover/post-rebase specular references
* further post-rebase repair of light flags command line and leftover specular
* move techroom/selection/breifing 'room' lights to a common function and
augment lighting setup for current rendering
* fixed some mishandling of lighting modifiers.
* Addressed code clarity and comments from review
* Add Lua access to a ship's Scan Time
* Disallow writing to the shipclass value
* Remove ship access in favor of shipclass access. Resolve read only issue.
* Cleanup and error if script attempts to set Scan Time
* Whoops. Still need to get the shipclass.
* 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 introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols
Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name. Rather than truncate the name every time it's displayed, truncate it once when it's parsed. This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.
This also has the benefit of now allowing hash symbols within display names. When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.
I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.