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SirKnightly 017c502894 Automated build commit 2022-08-06 23:23:14 +00:00
Tyler Blount 8038422eda Capture empty strings too 2022-08-06 16:21:18 -07:00
Tyler Blount dca5d84ae6 Merge pull request #4502 from Kiloku/markdown-testing
Preliminary Changelog for 22.2.0
2022-08-06 15:22:35 -07:00
Kiloku c5bd3ba96e Update Changelog.md 2022-08-05 09:31:30 -03:00
Kiloku f75837922e Formatting fix 2022-08-05 09:30:56 -03:00
Kiloku 71fc9cc37b Update Changelog.md 2022-08-05 09:25:19 -03:00
JohnAFernandez 6359cb973c Merge pull request #4526 from JohnAFernandez/Allow-OBJ-GHOST-in-Assert
Add OBJ_GHOST to this assert and add comments
2022-08-04 19:59:06 -04:00
John Fernandez bafa6d9896 Add OBJ_GHOST to this assert and add comments
This assert catches any weapon's parent object type, which can include OBJ_GHOST, which is a dead player.  OBJ_GHOST is being encountered in this function using BPC when the player dies via beam weapon and (likely) when the players weapon are hitting an enemy ship at the same time.  Because the player ship can damage an enemy after it is dead, allow for that in this function.
2022-08-03 10:34:39 -04:00
Kiloku 7f1310bef5 Update Changelog.md 2022-08-03 09:19:55 -03:00
Kiloku 6095e2ae1c Hopefully final changelog version for 22.2.0! 2022-07-28 07:42:59 -03:00
Kiloku f24a8e6876 Add changes up to RC8 2022-07-25 08:51:54 -03:00
Kiloku a1973e323e Move item to the correct category. 2022-07-25 08:51:27 -03:00
Kiloku 72d9d86008 Address feedback 2022-07-25 08:42:14 -03:00
Kiloku fec0c7a3b6 Merge branch 'scp-fs2open:master' into markdown-testing 2022-07-25 12:37:45 +01:00
Kiloku 4619ab6b59 Minor grammar, spelling and formatting fixes 2022-07-20 11:32:15 -03:00
Kiloku 4070013d8a Add changes up to RC7 2022-07-20 11:08:23 -03:00
Kiloku c8fac05fbe Update Changelog.md 2022-07-20 10:23:52 -03:00
Kiloku 0bc03a1dab Improve changelog from feedback 2022-07-20 10:21:40 -03:00
Kiloku b1c0793bff Preliminary Changelog for 22.2.0 2022-07-19 19:15:09 -03:00
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@@ -3,7 +3,394 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [22.2.0] - 2022-08-06
```
Changelog note:
As of this version, in an attempt to make the changelog easier to navigate and read,
each section will have collapsible subsections, ordered alphabetically by topic.
Headlining features will always be on top.
```
### Added
<details><summary> <b>Big Feature: SEXP Containers</b> </summary>
> As opposed to a SEXP variable, which stores only one value, a SEXP container stores a collection of values.
> Consequently, containers allow for handling data in much more sophisticated ways than variables.
> Containers come in two types:
> * List container - an ordered sequence of values, sort of a cross between Python lists and deques
> * Map container - pairs of keys associated with data, like Lua tables or Python dictionaries
> Further details in the [SEXP Containers announcement thread](https://www.hard-light.net/forums/index.php?topic=98209.0)
</details>
<details><summary> <b>Big Feature: LuaAI</b> </summary>
> LuaAI allows scripters to add a new AI Goal (like ai-chase) that will run script instead of internal logic.
> Adding a Lua AI section in a -sexp.tbm and a few functions to a corresponding -sct.tbm to define the AI logic in certain conditions. More documentation on these functions is available in the LuaAISEXP-Object of the Scripting Docs.
</details>
<details><summary>AI:</summary>
- `$AI ignores aspect lock for leading:` Flag, which lets AI continue to lead their target while performing an Aspect Lock
</details>
<details><summary>Animation: </summary>
- `pause on reverse` Flag
</details>
<details><summary>Controls: </summary>
- Handle international keyboard layouts
- Re-Add `-joy-info` command line flag, for slightly quicker Joystick GUID retrieval
- Add `-controlconfig_tbl` command line flag to print out a template controlconfigdefaults.tbl
</details>
<details><summary>FRED: </summary>
- Support the full number of nebula poofs using a multi-select list
- Add the ability to edit nebula fog colors, since that previously was not part of the FRED UI
- Flags `same-arrival-warp-when-docked` and `same-departure-warp-when-docked` to allow docked ships to still use custom warp parameters
- Allow highlighting custom-colored events by drawing a border on them
- Can now rotate objects relative to other objects in the Object Editor
- Dialog to calculate relative distance and orientation between ships
- Flag "Point using uvec" to point ships while incorporating the ship's uvec
- `ai-attackable-if-no-collide` flag, which prevents turrets from ignoring a target with `no_collide`
</details>
<details><summary>QtFRED: </summary>
- Reinforcements Dialog
- Implemented Replace Data for Number and String
- Texture Replacement Dialog
- TBL Viewer in the Ship Editor
</details>
<details><summary>Graphics: </summary>
- Allow particles to use a random chance for spawning through the `+Chance` parameter
- Command-line parameter `-fov_cockpit` which allows setting an FoV for the cockpit model separately from the viewport FoV. This allows using custom FoVs without distorting the cockpit
- Allow user to export environment map to a PNG from the F3 Lab by pressing M
- Weapon lights: Configurable lighting data for weapons, both on a per-weapon basis and globally via lighting profiles
- Implemented debug sphere queuing and rendering
</details>
<details><summary>Localization: </summary>
- Make strings for Match Speed Indicator, Glide Indicator, and Afterburner Indicator translateable
</details>
<details><summary>Modding: </summary>
- `game_settings.tbl` setting `$Supernova hits at zero:`, which causes Supernovae to hit when the timer gets to 0, instead of the default of hitting 5 seconds before the time is up
- `game_settings.tbl` settings `$Show-subtitle uses pixels:` and `$Show-subtitle base resolution:`, which can be used in conjunction to scale subtitles
- `game_settings.tbl` setting `$Always warn player about unbound keys used in Directives Gauge:`, to show such warning to players when needed (without it these warnings only apply to Training Missions)
- Ship flags `fail-sound-locked-primary` and `fail-sound-locked-secondary` to allow the firing fail sound to play if the player tries to fire weapons that are locked
- Subsystem Flag "hide turret from loadout stats"
- Allow weapon to override turret name with `$Turret Name:`
</details>
<details><summary>Multiplayer: </summary>
- Save PXO stats to local pilot file
</details>
<details><summary>Performance: </summary>
- Preload subspace tunnel if the `mission-set-subspace` SEXP is used in the mission
</details>
<details><summary>SEXPs: </summary>
- `cancel-future-waves`, for stopping wings that still had waves queued from spawning
- Added optional flag to `show-subtitle-text` and `show-subtitle-image` to not change the subtitle aspect ratio
- `set-nav-color` and `set-nav-visited-color`, which allows setting custom colors to Navpoints in a mission
</details>
<details><summary>Scripting: </summary>
- Support for decals (see `decaldefinition` in the Scripting documentation)
- Missile list iterator: `mn.getMissileList()`
- Campaign Start hook: `On Campaign Begin`
- Player Loaded hook: `On Player Loaded`
- Added a few functions to get information on HUD gauges (check `HudGauge` in the Scripting documentation)
- Function `ship.checkVisibility` which checks if a ship can appear on the viewer's radar
- Function `hu.flashTargetBox` which causes the target box to flash
- Function `hu.getTargetDistance` to return the distance to target as reported by the HUD
- Function `mn.hasLineOfSight` which checks if one point has line of sight to the other
- Function `mn.getLineOfSightFirstIntersect` which checks for line of sight and returns the distance of the first interruption if not
- Variable `gr.CurrentResizeMode`, which can get or set the scaling mode to be used by the `gr.*` drawing methods
- Function `gr.draw3dLine`, which draws a line in space between two points
- Allow SCPUI to run `$On Briefing Stage:` hooks
- New bindings to allow proper hooking into control actions based on the control's enumeration name
- Allow scripted controls to override hardcoded functionality
- Fennel script support
- Lua BitOp 1.0.2 extension library, allowing the usage of bit operations
</details>
<details><summary>Technical: </summary>
- Class encapsulation for Volition's linked list
- Improve a debug console message to be more informative
- Type-safe `TIMESTAMP` class
- Add `timestamp_since()` function
- Add methods to compare timestamps, calculate deltas from an existing timestamp and a number of milliseconds, and to calculate deltas between timestamps
- Create a command line option for logging data packets
- Add more information to Multi-related debug logging
- Enable Doxygen for QTFred
- Set up Mac builds on CI, allowing builds to be published automatically for Mac
- Add some logging to `waitAsync`
</details>
### Changed
<details><summary>Game: </summary>
- Only display one popup when the player gets to the main hall
- Allow an unlimited number of ship flags to be parsed at once
</details>
<details><summary>AI: </summary>
- Improve Player Orders to allow for a nearly unlimited number of player orders, as opposed to the 32 before
- Update `ai_turn_towards_vector` to use a target velocity for banking
</details>
<details><summary>Audio: </summary>
- Allow unlimited soundtracks and spooled music (Previously limited to 30 and 50 respectively)
- Allow unlimited sound effects
- Dynamically set the maximum number of audio channels based on how many the user's system can support
</details>
<details><summary>FRED: </summary>
- CTRL+V is now add-paste (used to be CTRL+P)
- CTRL+SHIFT+V is now overwrite-paste (used to be CTRL+V)
- Replace `Always_show_goals` with `Toggle_showing_goals` which toggles whether the goals are shown, and works in any mission (instead of only Training Missions)
- No longer disable icon dropdowns for models that have their own icons
- No longer change the ship class when the icon type is a special popup
- Make the number of player orders FRED can handle dynamic
- Restore original Error Checking behavior where the function would exit after one check (for consistency)
- Exclude player ships from Error Checking for ships in a wing sharing the same orders
- Split "No subsystems found" and "Not all subsystems have a record in ships.tbl" warnings into two different warning flags
</details>
<details><summary>Graphics: </summary>
- Improved light attenuation to look more real
- Increase POF vertex limit, allowing up to `2^32 - 1` vertices to be used by a single subobject
</details>
<details><summary>Performance: </summary>
- Delay `ai_new_maybe_reposition_attack_subsys` to only run once a second. Before this change, it could take around 13% of runtime in crowded missions
- Cached subsystem indexing, speeding up subsystem lookups, which run for multiple ships, multiple times per frame
</details>
<details><summary>Scripting: </summary>
- Enhance help text for Lua SEXPs
- Converted the following Lua Hooks to the new format to add documentation: `On Death`, `On Game Init`, `On Ship Collision`
</details>
<details><summary>Technical: </summary>
- Turn `insertion_sort` into a templated function that uses assignment
- CMake: Update `PREBUILT_VERSION_NAME` to latest (mac libs)
- Optimized space used in the new POF version
- Cleanup model code
- Cleanup beam light functions by consolidating some duplicated code and removing unreachable logic
- Cleanup wing wave code
- Move special parsing functions into new `parsehi.cpp` and `parsehi.h` files
- Actually clear delayed SSM parsing data when it's no longer needed
- Allow C++ to interact more with LuaTables, allowing it to extract userdata like objects or ships from them
- Use `SCP_string` for constructing multi/event log lines
- Replace `+Orders Accepted:` Bitfield with flag list
- Handle deprecated command line flags programmatically, avoiding lots of code duplication
- Set up debug_filter.cfg to have default filters that can be turned off
</details>
### Removed
<details><summary>FRED: </summary>
- Remove the `Allow Daisy-Chained Docking` mission flag
- Remove "Delete Item" from the right-click menu in the Event Editor
</details>
<details><summary>Technical: </summary>
- Remove light filtering data which didn't work and increased code complexity
- Remove a pointless assert that checked if `SEXP_NODE_INCREMENT` (a define, set at 250) was greater than zero
</details>
### Fixed
<details><summary>Game: </summary>
- Missing whitespace in credits
- Stopped destroyed submodels from showing in Techroom
- Prevent a crash when an object dies in the same frame as their goal
- Always record primary bank ammo capacity during ship creation, preventing situations where a ballistic weapon would accidentally be set to zero ammo
- Properly remove ships from the Techroom when they're not in the Tech Database
- Load the correct Techroom data after a Tech Database Reset
- Don't tick Supernova timer while the game is paused
- Make `set-camera-facing` use default identity orientation when the `$Use host orientation` flag is active and no host is present
- When a hotkey text replacement string refers to an unbound control, use the name of the binding instead of "none"
- Fix usage of default tech database flags
- Prevent a crash in the loadout screen with a weapons-locked ship
- Fix two crashes in the F3 lab
- End the campaign properly when a mission is skipped, preventing crashing in some situations
- Prevent a crash when a message is sent from an invalid source
- Prevent a broken campaign state if the player quits the game from the options menu during the debriefing
- Add some checks before converting a message to Command
- Prevent accidentally skipping cutscenes caused by hitting the spacebar during a loading screen
- Fixed an issue where ships would start with the wrong hull values in Red Alert missions
</details>
<details><summary>AI: </summary>
- Fix turret swarm weapons by removing a few checks that are no longer valid
- Fix a few issues with maneuvers
</details>
<details><summary>Animations: </summary>
- Fix broken turret animations in the Techroom
</details>
<details><summary>Audio: </summary>
- Fix cockpit engine sound volume changing unexpectedly
- Fix a timing bug that would sometimes prevent music from being initialized when re-playing a mission
- Check all possible extensions for audio files
</details>
<details><summary>Controls: </summary>
- Flush the mouse state after toggling between `Use_mouse_to_fly` states, preventing situations where a stale mouse state would be used
- Fix a conflict between Free Look View controls and directional thrust controls
</details>
<details><summary>FRED: </summary>
- Prevent Ship Select Dialog from crashing if there are too many IFFs
- Support saving nebula fog colors
- Properly save `nav-carry-status` flag
- Don't treat a bare `<argument>` as an error
- Prevent adding duplicated variables and display an error to the user when they try
- Clean up some parse problems
- Fix assignment of alt-name when using the hash
- Guard against off-by-one errors in `replace_one` and `replace_all`
- Improve error checking of campaign loop branches
- Improve error reporting for bad SEXP nodes
- Prevent a crash with paste/add-paste when the clipboard was empty
- Prevent rounding/conversion issues that caused FRED to think an angle or position was modified when it wasn't
- Skip absent ships or wings when running `clear-goals`, instead of stopping the whole operation
</details>
<details><summary>Graphics: </summary>
- Disable Lightshafts while the Supernova glare effect is active. This partial fix ensures the glare shows up with the correct brightness
- Update and correctly load environment maps in F3 Lab
- Correctly set textures and Team Colors with `change-ship-class`
- Fixes Team Colors not working with `show-ship`
- Correct positioning and angles for background bitmaps and suns
- Clean up ship arrival and departure effects
- Fix clearing a skybox model when it isn't the mission default
- Fix an assertion with Fireball LODs which would wrongly trigger if the number of LODs was the same as the maximum
</details>
<details><summary>HUD: </summary>
- Make HUD Target distance consistent
- Fix a crash with scripted HUDs
- Correctly update RTT Cockpit Gauges with `change-ship-class`
- Ignore HUD brackets with a size of zero or less (instead of just crashing)
- Squad menu wasn't scrolling properly with PageDown in some cases
- Fix issues with loading of hud config presets
- Fix parsing issues with HUD color presets
- Continue parsing remaining gauges if one isn't found
- Use translated strings both when saving and loading
- Fix an issue where a target's orders would be displayed wrongly in the target box
- Fix asteroid brackets disappearing or displaying wrong values
</details>
<details><summary>Modding: </summary>
- Delay processing `$Player Weapon Precedence:` until after parsing, avoiding ships starting with the wrong weapons in some situations
- Make the `$Player Weapon Precedence:` list actually give precedence
- Empty `+Orders Accepted List:` entries were causing the ship to accept the default orders, instead of no orders as would be correct
- Show a Warning if a turret submodel is not an immediate child of the base object and handle it as a single-part object to prevent a crash
</details>
<details><summary>Multiplayer: </summary>
- Limit client collisions to prevent bugs, such as flinging players with high pings who collided multiple times between packet updates
- Fix multiple timestamp issues
- Multi messaging and multi pause screen
- Make sure maintenance stuff (pings, voice, file xfer, etc.) isn't affected by pausing or time compression
- Sync issues caused by options menu and screenshots
- Prevent an error with long messages in PXO Chat by using proper buffer size
- Fix some issues with Multiplayer SEXPs
- Try to handle incompatible sexp packets better
- Fix operator name issue with debug messages
- Enable the new show-subtitle-text options
- Improve interpolation, fixing the jerkiness that used to occur when the interpolation code basically guessed the timing on when packets were coming in
- Fix rollback primary collisions, vastly improving accuracy on moving targets even at high pings
- Fix the standalone ship being added to ship list
- Stop non-printable keys adding text to multi message buffer
- Prevent the standalone from crashing if a player tried to switch secondaries in a ship that doesn't have secondaries
- Fix a standalone crash from disabled uniform buffer manager
- Prevent a crash related to Observer-type players
- Fix network issues on MacOS
</details>
<details><summary>Scripting: </summary>
- Make hook conditions consistent and handle combinations that didn't work properly before
- Fix `maybePlayCutscene` arguments
- Add `isActive` checks for new-style script hooks
- Sync the two `VIRTVAR`s for Orientation in subsystems and submodel instances, which behaved in different ways
- Fixed a few timing and framerate related issues for playing movies via script
- Ensure the Lua interpreter has enough space in its stack, and allow reserving more space if necessary
- Fixed an memory leak in the Lua interpreter caused by string-eval sexps, which never cleaned up the generated code
</details>
<details><summary>SEXPs: </summary>
- Avoid setting .rest for `Locked_sexp_true/false` with malformed SEXPs
- Fix some memory management problems in the `for-*` operators, avoiding a memory leak
- Fix crash when removing form-on-wing order with `remove-goal`
- Fix `show-subtitle` SEXP which was missing the `width` argument
- Reset volumes changed via `adjust-audio-volume` when the mission closes
- Prevent too many dynamic SEXPs from breaking the SEXP system
</details>
<details><summary>Technical: </summary>
- Check if index is valid before accessing `Weapon_info`, preventing CTDs under certain conditions
- When `weapon_create` was called while `MAX_WEAPONS` was reached, the previous algorithm didn't achieve desired results, and simply locked up the game. Instead, we now simply won't allow a new weapon to be created in such condition
- Refactored Supernova code and fixed some state transition issues in it
- Prevent crashes in the event of a subsystem mismatch during `change_ship_type`
- Change include order to fix compilation of unit tests on Mac
- Patch freeing of SEXP nodes, preventing a crash in certain conditions
- Fix a memory leak in model code
- Fix a crash in the Ship Creation code if a ship's name was exactly the maximum allowed length
- Removed vestigial bit-depth asserts for aabitmaps, preventing crashes with certain image types
- Prevent a crash when Escort Priority was parsed for a ship not present in the Escort List
- Fix a bunch of graphics functions to respect GR_STUB, preventing problems in standalone server
- Clean up line endings in several files (replaced CRLF with LF basically everywhere)
- Fixed a timestamp issue which helps lay the groundwork to add In-Game Joining to multiplayer
- Prevent pilot and campaign files from having invalid values, by clamping them within the expected ranges when saving and loading
- Also warn the player if such an invalid value was detected, telling them which setting had the wrong value and what it was reset to
- Try to avoid assertions by preventing invalid types from being handled by `obj_team()`
- Shut down the SEXP system before the Scripting system, otherwise a crash could happen if the SEXP system held references to Lua
</details>
----
## [22.0.0] - 2022-04-01 ([Thread](https://www.hard-light.net/forums/index.php?topic=98125.0))
### Changed
- Controls5 PR (aka multi-joy)
+1 -1
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@@ -42,7 +42,7 @@ MAJOR_VERSION_PATTERN = re.compile("(?:set_if_not_defined|set)\(FSO_VERSION_MAJO
MINOR_VERSION_PATTERN = re.compile("(?:set_if_not_defined|set)\(FSO_VERSION_MINOR (\d+)\)")
BUILD_VERSION_PATTERN = re.compile("(?:set_if_not_defined|set)\(FSO_VERSION_BUILD (\d+)\)")
REVISION_VERSION_PATTERN = re.compile("(?:set_if_not_defined|set)\(FSO_VERSION_REVISION (\d+)\)")
REVISION_STR_VERSION_PATTERN = re.compile("(?:set_if_not_defined|set)\(FSO_VERSION_REVISION_STR (\w+)\)")
REVISION_STR_VERSION_PATTERN = re.compile("(?:set_if_not_defined|set)\(FSO_VERSION_REVISION_STR (\w*)\)")
LOG_FORMAT = """
------------------------------------------------------------------------%n
+3 -2
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@@ -15587,10 +15587,11 @@ void ai_ship_hit(object *objp_ship, object *hit_objp, vec3d *hit_normal)
Assertion((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS), "hitter_objnum in this function is an invalid index of %d. This can cause random behavior, and is a coder mistake. Please report!", hitter_objnum);
objp_hitter = &Objects[hitter_objnum];
Assertion((objp_hitter->type == OBJ_SHIP) || (objp_hitter->type == OBJ_WEAPON) || (objp_hitter->type == OBJ_ASTEROID) || (objp_hitter->type == OBJ_BEAM) || (objp_hitter->type == OBJ_DEBRIS),
// These are the types that can legally do damage. OBJ_GHOST is a dead player. The player's weapons can do damage after they are dead. Having that get here is a rare, but acceptable result, but we'll ignore it right after this.
Assertion((objp_hitter->type == OBJ_SHIP) || (objp_hitter->type == OBJ_WEAPON) || (objp_hitter->type == OBJ_ASTEROID) || (objp_hitter->type == OBJ_BEAM) || (objp_hitter->type == OBJ_DEBRIS) || (objp_hitter->type == OBJ_GHOST),
"The ai code is passing an invalid object type of %d to a function when trying to decide how to respond to something hitting it. This is a bug in the code, please report!", objp_hitter->type);
// lets not check hits by ghosts any further either
// Only work through hits by objects that are still in the game
if(objp_hitter->type != OBJ_SHIP && objp_hitter->type != OBJ_WEAPON && objp_hitter->type != OBJ_ASTEROID && objp_hitter->type != OBJ_BEAM && objp_hitter->type != OBJ_DEBRIS)
return;
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@@ -0,0 +1,5 @@
set(FSO_VERSION_MAJOR 22)
set(FSO_VERSION_MINOR 2)
set(FSO_VERSION_BUILD 0)
set(FSO_VERSION_REVISION 0)
set(FSO_VERSION_REVISION_STR )