The default movie subtitle font is font01.vf, but mods with custom font tables might not use this font. So this changes the handling slightly so that the movie player will use whatever the first available font is.
Follow-up to #1523. Fixes a sometimes spurious warning in mod initialization.
The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution. This adds a similar scaling mechanism as is used for show-subtitle.
Fixes#5525.
* Init Particle shaders only if they're actually used
* set layout correctly
* Don't compile shadow shader if not needed
* Properly deal with capabilities
* Fix typo
* remove obsolete capability
* initial semi-working version
* better implementation of play and add stop and music.tbl viewer
* let the music window lose focus
* some cleanup
* add autoplay, next, previous
* use graphics
* Better dialog layout and allow ignoring files from the player list
* Make betterer
* a touch more cleanup
* revert this change
* missing bracket from merge conflict resolution
* address feedback
To avoid changing behavior of existing mods, simulate the retail behavior unless the bugfix is explicitly activated. The buggy retail behavior is to evaluate a chained event, not skip it, if the event is repeating, regardless of whether the repeat timestamp has elapsed.
* Mod Table Settings for Arc Widths
There is currently a way to set the color of EMP and Damage Arcs in game_settings.tbl, but no way to change the width.
This PR adds options useful to modders to set the width and how it is calculated. Looking over the code and asking around, I developed these exposed options.
The options also allow modders to control the arc widths in multiple ways. For example, if you want to set a constant width for all ships you would set the `+Do Not Use Width Multiplier Over Radius:` to something huge, and if you wanted no arcs ever you would set the `+Width Default:` to 0.
They are tested and work as expected.
* clang
* fix copy paste error from #2053
* tab cleanup
* whitespace cleanup 2
* same for type ship and damage
* Add Option to allow weapons that hit player to place per-weapon sound
Weapons that lasers or missiles that hit the player also play a hard coded sound, which is not ideal when trying to give valuable audio feedback to player.
This PR allows modders to stop the behavior and have the weapon class impact sound specified in the weapons table play instead of the hard coded sounds.
Tested and works as expected.
* add per class shockwave and weapon sounds
* naming update
1. Since Discord is both a common noun and a proper noun, capitalize it here to clarify what it refers to.
2. Capitalize the first letter of the Hotkey internal variable to follow the global variable convention. And might as well clarify, while we're at it, that it hides hidden ships, not all ships.
* Adds Lead Indicator Behavior option to game_settings.tbl
* Adds dont merge lead indicators flag to weapons, allowing homing secondaries to have their own lead indicators no matter what.
* Removed unused variable that was added just for testing
* add explicit int to float conversion to appease build checks
* Move some things around to avoid potentially undefined values
* Clean-up + address feedback
* Remove redundancy
* Allow mods to change Emp flash color, intensity, and string
EMP is the only text warning that does not use an entry in the strings table (and thus it's the only text warning gauge that mods cannot change and/or translate). This PR adds a string entry for it to allow mods to translate and change the string like all other HUD gauge text warnings.
Also, EMP flash has a hard coded color and strength factor for the flash, whereas generic pain and shield pain have a configurable flash strength factor (shield pain flash is based on shield color, while generic pain is based on damage dealt). This PR also allows modders to change the strength intensity and color following previously established methods.
This PR also fixes a case of "Launch" that fell through the cracks. The function is supplied the translated string, but within the function it does not check for the translation.
Everything is tested and works as expected.
* incorporate feedback
* convert to float during parse
* incorporate more feedback
* improve safety checks
`$Shadow Quality Default:` allows mods to specify what the default shadow quality should be, given that `-enable_shadows` flag is used. If a mod used this game settings option but the player did not use the `-enable_shadows` flag, then a parsing error would show up.
This PR fixes that bug by reordering two lines. Tested and fix works as expected.