mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 22:56:30 -10:00
Compare commits
19
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
017c502894 | ||
|
|
8038422eda | ||
|
|
dca5d84ae6 | ||
|
|
c5bd3ba96e | ||
|
|
f75837922e | ||
|
|
71fc9cc37b | ||
|
|
6359cb973c | ||
|
|
bafa6d9896 | ||
|
|
7f1310bef5 | ||
|
|
6095e2ae1c | ||
|
|
f24a8e6876 | ||
|
|
a1973e323e | ||
|
|
72d9d86008 | ||
|
|
fec0c7a3b6 | ||
|
|
4619ab6b59 | ||
|
|
4070013d8a | ||
|
|
c8fac05fbe | ||
|
|
0bc03a1dab | ||
|
|
b1c0793bff |
No files matched your search
+387
@@ -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
@@ -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
@@ -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;
|
||||
|
||||
|
||||
@@ -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 )
|
||||
Reference in new issue
Block a user