PR #5058 made `count_incident_asteroids()` use `Asteroid_obj_list` instead of `obj_used_list`; a perfectly sensible change in and of itself. However, PR #4827 had previously made `asteroid_obj_list_init()` only be called if FRED wasn't running (presumably because of the iteration through `Asteroid_objs` to clear flags, which is wasted effort in FRED). The problem is that without `list_init()` being called on `Asteroid_obj_list`, its `prev` and `next` were `nullptr` instead of linking back to itself, which means the beginning of the list and the end of the list were no longer considered the same (the iterator's `begin()` calls `GET_FIRST(head)`, which is effectively `head->next`, while `end()` calls `END_OF_LIST(head)`, which is effectively just `head`). This meant that iterating over `list_range(Asteroid_obj_list)` was returning `nullptr` as the first element of the list, and trying to dereference that would cause a crash. This was still not a problem in and of itself, as long as nothing tried to iterate over `Asteroid_obj_list` while FRED was running, which theoretically shouldn't be necessary...
PR #3704 changed mission parsing so that when parsing a ship with a name that matches one of the `Asteroid_field.target_names`, it would call `asteroid_add_target()` to initialize the relevant data for the asteroid field to fling asteroids at that ship. `asteroid_add_target()` calls `count_incident_asteroids()`, which (since PR #5058) iterates over `Asteroid_obj_list`, causing a crash due to dereferencing a null pointer on any mission that defines `$Asteroid Targets:` (and then actually has such a target be parsed).
While this could be solved by unconditionally initializing `Asteroid_obj_list`, there's really no need to do anything with `Asteroid_obj_list` in FRED, so instead the `asteroid_add_target()` call has been gated behind a `!Fred_running` check, and `Assertion()`s have been added to make sure `Asteroid_obj_list` has been initialized at the beginning of any function that does anything with it (besides initialize it), to catch similar problems in the future.
Fixes#5092.
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.
Follow-up to #5040. This extends the checks to most iterations over `obj_used_list` in FSO. There are a few exceptions such as `waypoint_add` and `waypoint_remove`, plus a few others. And none of the object iterations in FRED have the guard because FRED does not use the same object life cycle as FSO.
.vpc is identical to existing .vp except that it is allowed to
contain compressed files. This allows builds and tooling to know
that although the archive itself is retail compatible, it's content
may require special handling.
Simply rename your existing .vp to .vpc to indicate that it may
use compressed files. Existing tools can be updated to be able to
handle the compressed content within.
Although not recommended, the same archive can exist as both .vp
and .vpc for maximum compatibility. Both archives will be indexed
but the content of the .vpc will have priority.
Controls6 (PR #4133) changed `textify_scancode()` to be more l10n-aware, and added `textify_scancode_universal()` to continue serving the function of providing the values expected by scripts. Except there was one `textify_scancode()` call in the scripting system that wasn't changed, and it also wasn't used in FRED (for providing values for the `OPF_KEYPRESS` argument type, as used with `key-pressed`). This commit fixes both of these oversights, which *should* mean that all instances where a script or mission file needs to reference a keypress now use the same strings as before controls6.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
When iterating through various object collections, check for the should-be-dead flag to avoid returning objects that are on the verge of being deleted.
Separately, this adds the `isExpiring` function to check for should-be-dead objects.
This PR also makes object iteration consistent across all object types, both to reduce code duplication and to ensure that the length and iteration are done using the same algorithm. Furthermore, if the number of should-be-dead objects is nonzero, the Lua array count for that frame will be different from the internal array count for that frame.
Fixes#5034.
- fix crash bug when path only contains dir separators
- fix error handling when no path is specified in write mode
- clarify function documentation
Fixes#5028
This modified the check as `text` has been changed in the Requests API. In order to make the code compatible with the JSON result, we check `resp.status_code` instead.
* Add imgui
* migrate render options
* remove wmcgui
* Add subsystem selection and highlighting
* Add a syntactic sugar extension for imgui
* don't rebuild the mission list every frame
* Add imgui_sugar extension
* Move helper functions out of lab_ui, add function to display consolidated table text for object
* add button to export cubemap
* fix entering and exiting the lab
* refactor some of this for greater cleanness
* use techroom lighting when no mission background is set
* minor things
* add imguizmo
* add imguizmo
* Add imgui
* migrate render options
* remove wmcgui
* Add subsystem selection and highlighting
* Add a syntactic sugar extension for imgui
* don't rebuild the mission list every frame
* Move helper functions out of lab_ui, add function to display consolidated table text for object
* add button to export cubemap
* fix entering and exiting the lab
* refactor some of this for greater cleanness
* minor things
* add imguizmo
* add imguizmo
* Add button to reset changes made in the render dialog
* refactoring
* unfuck rebase
* fix issue with loose mission files
* use with_CollapsingHeader for greater uniformity
* add weapon selection functionality
* make primaries and secondaries fire again
* implement animation triggers
* avoid crash when switching back and forth between ships with and without team colors
* add control to set team color setting to renderer texture dialog
* make sure the table text updates when the ship class changes
* let rotating subsystems rotate
* do not add imgui.h to pstypes
* code cleanup
* add subsys highlighter from fred
* Highlight non-modelled subsystems as well
* add cmdline flag to show the imgui demo dialogue
* fix compiler warnings reported by CI
* fix error when building the subsystem list
* refactor variable/method naming
* code cleanup
* remove vestigial code
* update to imgui 1.89.1
* add credits entry for imgui
* use the imgui namespace
* Separate the background dialog out into its own window
* make sure the subsystem highlights are placed correctly
Co-authored-by: Fabian Woltermann <[email protected]>
Several items here:
1. Patches several category and subcategory validation checks (comparisons to -1 rather than _NONE) that were missed in #4965.
2. Adds sanity checks to both built-in operators and scripted sexps to ensure categories and subcategories are consistent.
3. Deconflicts several built-in sexps that had inconsistent categories.
The inconsistent operators were:
* script-eval-string
* set-wing-formation
* get-ets-value
* turret-get-primary-ammo
* turret-get-secondary-ammo
* get-fov
Follow-up to #4965 and #4995.
Much like a previous instance (fixed in #3281, although the function in question was later removed), `std::isdigit()` without a locale argument prevents MSVC 2017 from compiling FSO.
* set-asteroid-field sexp
* errors
* scope
* set-debris-field sexp
* Clarify sexp documentation
* num_debris_sizes
* allow any order and activate display name feature
* unify naming scheme
* modular -ast.tbm
* styling
* decouple sexp parsing and asteroid field creation methods
* remove this
* fix merge oversights
* Remove this check
* reorder
* use scp_string instead
* spacing
* Only setup display name if it's empty
* Use define instead of magic numbers
* Ensure asteroid types get the correct spawn weight
* Warn if spawn weight is set for asteroid type
* typo
* Correctly handle asteroid split types
* iiiiiiiiiiiiiiiiiint
* address feedback
Use a vector for storing the message queue so it can be whatever size the mission needs.
As part of this, add `free` and `vm_free` deleters to be usable with `unique_ptr` and enhance `insertion_sort` to be usable with vectors.
Fixes#4959.
* 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
* Fixes CTD with decals on dying ships
If a ship was getting shot with weapons that used decals, the decal code would hit an assertation, because the invalid decals were not being all removed.
This PR updates the decal cleanup loop, to ensure that no decals are missed and all invalid ones are removed. Tests confirm this fixes the issue.
Also cleaned up some comments and moved another assertation before setting of variables.
* Exposes modder useful options to decals
Now that decals are very stable, this PR exposes two options that are very useful for using decals, a random range for the radius along with the option to have a random rotation when the decal is created.
Tested and everything works as expected.
* add script ability to toggle decals
* properly use set arg not func
* fix two minor things in decal shader
* one more cleanup line
* fixes
Allow `mn.sendMessage` to send from a ship source, not only a string source, by allowing the ship object to be specified as the first argument. Also add `ship:sendMessage` which is a more streamlined version of the same thing.
Whether a ship is a support ship or its target, and whether it is destroyed or vanished, its repair/rearm mode should be cleaned up in a consistent way. This fixes a bug in Series Resurrecta where calling `ship-vanish` on a support ship put things into a broken state.
If a ship was getting shot with weapons that used decals, the decal code would hit an assertation, because the invalid decals were not being all removed.
This PR updates the decal cleanup loop, to ensure that no decals are missed and all invalid ones are removed. Tests confirm this fixes the issue.
Also cleaned up some comments and moved another assertation before setting of variables.
Two situations in the event timestamp life cycle, chain delays and event status delays, require accommodation for the timestamp-plus-interval case described in `mission_process_event()`. Commit 06fc8c73 applied the fix for chain delays; this applies the same fix to event status delays.
Follow-up to #4633. Fixes#4951.
* Add SpawnShipCheat and convert Bravos spawning to it
* Clean-up and add canUseCheat() check
* Move some stuff to parent CustomCheat class
* Add cheat-used SEXP and On Cheat scripting hook
* Add cheat tbls and tbms, fix custom cheat detection, move cheat hooks to global hooks
* Add a default virtual destructor to CustomCheats for its derived classes to use
* Initialize buffers with memset so clang will calm down, also move cheat check a bit to keep old cheats
* Attempt to appease MSVC
* Clean-up and formatting
* Ensure custom cheats fit in the cheat code buffer
* Fix a merge mistake
* Move pre-set cheat to embedded cheats table
* Use appropriate types for stuff_string
* Remove unnecessary copying of the cheat buffer
* Explicit nullchecking
* Avoid copying values for initializing CustomCheat
* move cheat checking function to cheats_table.h, fix a typo
* Clarify OP_USED_CHEAT sexp description
* Remove unnecessary casting
* Use list initalization for Ship Cheats
* Move a few method definitions from the .h to .cpp
* Change buffer to const char*
In the submodel reorganization in commit 575c050da4, subobject movement was moved out of the AI pipeline, which inadvertently removed the play-dead check that prevents subsystem movement. This broke a few missions such as Scroll's 'Thor's Hammer'. This PR restores the check.
Fixes#4933.
* better types and initialize objects with reasonable values
* modular -ltng.tbm
* fixes
* remove warning on no glow being defined
* do not error in FRED since the above code won't load the texture in FRED
FREDders expect events (and goals and campaign links) to land where you drag them. So when dragging items earlier in the list, insert them before the item they are dropped on.
* 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
The new `no_fred` flag prevents weapons from being listed in the dropdown lists in the weapon dialog. Also this fixes `no_fred` ships to not appear either: previously they were hidden in the main window dropdown but still appeared in the ship editor.
In order to vastly simplify the dropdown list code, the weapon dialog was refactored to use arrays of variables rather than one hardcoded variable per bank.
Implements #3643.
PR #4516 did not cover all of the autoscaled AI class attributes, since a few of them were labeled differently. This adds checks to grab the correct autoscale index for the remaining cases:
```
$Afterburner Use Factor:
$Shockwave Evade Chances Per Second:
$Get Away Chance:
$Secondary Range Multiplier:
```
Fortunately, Sushi's investigation was pretty thorough. Between these remaining cases and @EatThePath's autoscaling review, this PR should cover the complete set of autoscaling situations.
Fixes#4922.
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 gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
We shouldn't be checking that the `cci_h` is valid by seeing if it is greater than -1 because by that point it never will be. Instead, we should be checking that the incoming id is valid and setting to the invalid state if it is not.
* Fix crashes with sssi
We need to init in both places to avoid purging goals before ssi is set.
* Make sure we adjust for the wingp->special_ship--
Make sure we adjust sssi on ship death
If a variable can't be found, fail gracefully instead of Asserting. These changes will allow the mission to be saved and/or loaded, and will also allow the user to open the Event Editor and replace the nonexistent variable. This fixes the crash/assertion failure in #3849, as well as the case where the variable is edited in the mission file.
For all POFs that use animated textures, if no starting timestamp is specified, assume animation started at the beginning of the mission. This fixes a bug reported in Starfox: Event Horizon where weapon POF animated textures stopped animating after the texture timestamp upgrade.
Area_normalisation term in deferred shader was not getting set properly for cone lights, which caused things like ship headlights to not work properly.
Tested and fixes issue as expected. Thanks to Qaz and EatThePath for pointing out how to fix it!
Load campaigns using the full path provided by the user, not just from the configured mod paths.
Also tweaks initialization based on the campaign having already been cleared in `mission_campaign_clear()`.
* add subfolder support to cfile
* sort files in VP archives before indexing them
* fix indexing of sub-subfolders
* remove unused 8B22K & 16B11K sound path types
* add more items to skip subfolder scanning
* fix windows build issues
* fix unit tests by allowing 0-byte files to be indexed
* fix file indexing on windows
* add test for cfile subfolders
* remove specific 'markup' and 'css' interface subfolders
They aren't directly referenced anywhere by pathtype and the new
subfolder code will continue to index and load files from them
* add player binds to list of always-root locations
* remove file-based localization support
An alternative is left in place for old fonts, as that was the only place
it appeared to be used.
This method of file localization conflicts with subfolder support however
so if it's needed in the future then changes to the subfolder code will
be necessary.
* add subfolder support to cf_find_file_location_ext()
* add subfolder tests for cf_find_file_location*()
* add shlwapi to needed win32 libs
* small bit of cleanup
* add subfolder support to cf_get_file_list()
* add tests for cfile subfolder lists
* report files that might be shadowed
* fix issue with lists when a filter is used
Also fixes discrepancy in older cf_get_file_list() when a sub path
is specified (should be used in all cases, not just glob).
* address review suggestions
* Enable clients to move turrets
This allows clients to user server data to move turrets according to the timing and target data on the server. Uses a small packet to do so.
These fix up the in-game confirm packet and help sync client and server through a few timing fixes.
Co-Authored-By: Taylor Richards <[email protected]>
Adds `SEXP_CHECK_INVALID_SOUND_ENVIRONMENT` and `SEXP_CHECK_INVALID_SOUND_ENVIRONMENT_OPTION` to `sexp_recoverable_error()`. Neither causes a fatal problem, and the former can be spuriously triggered if EFX is disabled.
Parse objects have their path masks temporarily set to -1 during parsing, since at that point the mask represents an index, not a bitfield. In all other cases, the path mask defaults to 0.
Fixes#4873.
* Modular medals table
* Remove Num_medals completely
* Handle badges out of order and allow setting of masks to handle mask indecies out of order
* const const const
* qtFRED
* address feedback
Gather all the mission initialization code into a common function for clarity and ease of expansion. Previously, the various parsing routines contained initialization as well as parsing. As a bonus, quite a few redundant initializations are streamlined.
When the top-level operator of a SEXP is not found, flag the error instead of crashing. This is helpful for missions that contain unsupported scripted SEXPs.
Also be sure to set the bad node in the event of a NONOP_ARGS syntax error.
* Ripping out the gloss override code because it's vestigial
* Remove redundant teammask declaration.
* The NORMAL_ALPHA shader feature appears both useless and unusable.
Consequently, I'm removing it.
* implement modular nebula.tbl
* Address feedback and skip > 32 poofs
* read/write nebula poofs by name
* qtfred changes
* variable name
* log -> warning
* nullptr and make sure to only set bitmap_name when it's actually defined
This adds an AI profiles flag that filters autoscaling so that only the index and number of autoscaled classes are considered, not the index and number of all AI classes.
Fixes#4516.
Some refactoring with asteroid fields:
1. Moves asteroid throwing targets into the Asteroid_field struct, in anticipation of potentially multiple fields in the future
2. Moves some initialization code into `asteroid_level_init`
3. Calls `asteroid_level_init` when a mission is cleared
4. Loads asteroid targets as part of the asteroid field update/init logic. This fixes a FRED bug reported in Discord where asteroid targets stay in the dialog when a new mission is loaded
5. Remove `Default_asteroid_throwing_behavior` flag as it is equivalent to checking that the target list is empty
The `ade_odata_is_userdata_type` function didn't clean up its stack properly, as it left type information there for error reporting. But there are other reasons to check userdata types besides error reporting, so this adds a flag to clean up in most situations.
Fix courtesy of @BMagnu.
This is a new Lua API function that allows creation of arbitrary debris pieces, whether chunks of a ship's hull or shards of shrapnel. All of the parameters are optional, and a wide variety of situations are possible ranging from vaporized bits to static chunks to chunks propelled by an explosion.
* Add access to damage type, swarm, and corkscrew data
* Also return if the weapons have the appropriate flags
* Return nil for invalid handle and clarify documentation
* Add modular ability to add intel entries
* Allow for +nocreate in modular tables
* Allow intel.tbl as an alias of species.tbl
* Additional error checking and remove tests that are no longer required
* const
* Update `$POF file Techroom:` Usage
Currently `$POF file Techroom:` is only used in the weapons loadout screen (despite having techroom in the name). This PR expands the use of the `$POF file Techroom:` to shiploadout select and the actual techroom.
If it is desired I can put it behind a game settings flag, but IMO it would make the most sense for modders to have this just work as the actual name implies.
* clean up code with feedback
* typo fix in comment
Fix for recent updates to cockpit rendering check, which was false if the player was the only ship in a mission. `instance >0` was used but it is supposed to be `instance >= 0` (The object index is valid if larger or equal to 0, while the signature is only valid equal or larger to 1.) Tested and fix works as expected.
The script functions should make the ships/wings arrive even if they are reinforcement, so this PR fixes that. Also, this PR adds some additional verification of the `num_uses` of reinforcements, especially when the player calls for a wing that is already present but has more uses remaining.
* proof of concept
* Account for shadows
* Option to tie individual HUD gauges to the cockpit option
* Do this in a more user-friendly way
* Address feedback
Since the debug pause check needs to use UI timestamps, and since UI timestamps must keep track of time regardless of time compression, pausing, or mission status, move the updating and checking to `game_do_state_common`.
Also fix a type conversion warning.
* Add maximum self repair percentages for health and subsystems
Adds two new options to help with the automatic self repairs for hull and subsystems: `$Hull Self Repair Maximum:` and `$Subsystem Self Repair Maximum:`. These values allow mods to specify how much a ship's hull or subsystem can self repair to, which is very useful to have some auto repair but not enough to make the hull or subsystem 100%.
Also cleans up the `ship_auto_repair_frame` function with removing un-used define values, improving comments, and making formatting consistent. Also updates the parse sections of repair rate for hull and subsystems to print to the log if values are being clamped.
Probably easiest to review with hiding whitespace changes.
* update local names to be easier matches to surrounding code
* incorporate feedback
Add back in define, fix == 0 checks, and fix edge case logic bugs
There was code that could interpret any Lua type as an argument for printing, so I adapted it to be used in ba.print(), ba.warning(), and ba.error(). Also ba.println() seemed like a useful thing to add.
* Fix subsystem change handling code
Make sure that subsystem help actually gets updated.
* change from pointer to literal
I had decided to use `new` in the past when I was less experienced. So this changes it back to regular angle variables.
(And White space fix requested by Wookie)
* Add AI flag to support ai bay arrivals > 10 seconds
Currently, if an AI ship is emerging from a bay path, the AI will stop following that path after only 10 seconds (and some distance away from the starting point). This results in AI breaking off a path early if a bay arrival path is long and/or uses a slow bay arrive multipliers. For bays that require the ship to follow the exact path this results in AI that then run into the parent ship and each other.
This PR adds a flag which disables that 10 second timeout. Also, in my tests having a flag to disable works best, as opposed to setting a max time (which is hard to calculate with varying ship speeds and varying bay path lengths).
PR is tested and works as expected.
* fix spelling
* Fix Remove-Order not working for Play Dead Orders
Play-dead orders set a special case of the ai mode (AIM_PLAY_DEAD), which had special handling to return early in the AI frame function. Remove-order does not change the ai mode though, and thus even when a play-dead order was removed the `AIM_PLAY_DEAD' remained, which would continually trigger an early out in AI frame, which in turn would make turrets not fire on ships, even when the play-dead order was removed. No other orders had this early return, which is why remove order works for them.
This PR accounts for that special handling case. There also seemed to be an extra cleanup line for rearm and repair, so this was added right after that step.
Tested and works as expected.
* make fix flag enabled
* appease clang
* 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
* Prevent dangling threads from crashing FSO on close
* Fix warning
* Properly allow multiple parent threads for unittests
* Fix Test
* Redo it using the lua GC method
* tidyup
* Fix Warnings
* Fix double default
* get rid of explicitly defined copy constructor to allow implicit copy assign to exist
The ship record for player ships is not always accurate. So as to correct entries as valid packets are received.
Also, remove a case where null vectors were being passed to the physics engine.
Co-Authored-By: wookieejedi <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
This requires splitting the `used` field into digital and analog components. The digital field stores the last-used timestamp, whereas the analog field stores the last value.
* API version of the briefing map
* Cleanup
* Further cleanup
* # This is a combination of 2 commits.
Fix resizing and cleanup remaining static anim calls
Revert changes completely
* Fix documentation
* implement initBriefing and rearrange map drawing methods to match.
* Documentation
* nullptr
1) Add the "no-thrusters" ship flag to the list of flag that can be used by alter-ship-flag or the ship's setFlag function
2) Add a `FireRateMultiplier` virtvar to control the firing rate of turrets (fulfills #4300)
3) Add a `setGlowPointBankActive` function to do the same thing as `activate-glow-point-bank`/`deactivate-glow-point-bank`
* Adds new default 'lua' filter category for all lua errors and output
Adds -luadev flag that currently only makes lua errors non-fatal.
* Correcting unreachable code.
* Missed a halting code path for luadevmode
* comment fix
* Fix VS Warning
If this is trivial and not needed feel free to dismiss, but this one-line PR simply fixes a warning that keeps showing up when building with VS.
* individually cast
* cleaner fix
Allow different types of cargo scans, including the -dualscanline behavior, to be specified in the HUD gauges table. Right now the options are "default" and "dualscanlines".
Two small fixes to follow up the lighting PRs
1) Change the mprintf to a Warning, both to be consistent with other deprecation warnings and to notify modders that they might need to accommodate the new lighting system
2) Parse any leftover data so that legacy tables don't cause FSO to choke on parsing
* Add deferred cockpit lighting
* Put deferred Cockpits behind a flag
* (hopefully) fix bad in-case initializer
* clear non base color buffer in subsequent deferred passes
* Proper deferred Cockpit rendering
* undo whitespace changes
Scripts that render models in the On Object Render hook were effectively doing immediate renders in the middle of queued renders. This caused some data, such as model orientation, to 'leak' between renders. It might also have something to do with why the bug in #4637 had the particular graphical side effects that it did.
Anyway, changing the immediate renders to queued renders fixes the leaky orientations, and is probably a good upgrade for other reasons as well.
Courtesy of Lafiel, this code fixes special flags such as those related to `spawn`. (Bug arose in #4620).
Tested and fixes the problem and works as expected.
Follow-up to #4602. Overall the PR was good, but there are a few extra small changes that should go in. In order of priority:
1) The `exitLoop`, `skipMission`, and `skipTraining` functions should check for campaign mode.
2) The `isVisible` virtvar should be changed to a function, because calling it may have side effects. In standard usage, the briefing formula is evaluated exactly once per stage on briefing initialization, so scripts should follow this convention.
3) The `hasGoalsSlide` function should be called `hasGoalsStage`, because "stage" is the common terminology in FSO.
4) Paging out mission messages is already done in `game_level_close` and should be removed from not only the scripting method but the method it was based on.
5) For consistency, unused parameters should use the `SCP_UNUSED` macro.
6) The `isTraining` flag check can be slightly streamlined using the double-not trick.
* 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
According to EatThePath's frame profiling, this one ship name lookup takes 2% of the frame time. It can be easily optimized by making use of the ship registry.
* Documentation (+6 squashed commit)
Squashed commit:
[ea8550b54] Resolve errors
[9ab0a576d] Add way to count number of elements in the arrays
[eb74146cc] Correct this boolean check
[60fbc6008] Missed one
[78e65a4b7] Avoid naming collision
[4ea5ddead] Clean unneeded log print and compare like variables
* Adding simulator room here seems like a pretty safe option
* Scpui API to access to build the tech room cutscene list and a few methods to help playing the cutscene and return to the menu accurately
* Scpui API access for credits related data
* # This is a combination of 7 commits.
Clean unneeded log print and compare like variables
Avoid naming collision
Missed one
Correct this boolean check
Add way to count number of elements in the arrays
Resolve errors
Documentation
* Address feedback
* Address feedback
* Add virtvar isCampaignMission
* API elements required for the Briefing
* Resolve errors
* Check if the mission is a Scramble mission
* Add one missed flag check
* Slight API naming adjustment
* Address feedback
* Address Feedback again
* Differentiate var names
When debugging, don't adjust the timestamp by the exact difference, since that would make the frametime 0 and cause div-0 errors. Instead pretend that the previous frame was a reasonable duration. Also, perform the timestamp check separately from the frametime check, since they are not always consistent.
* Auto Truncate default ship names
Previously, placing a ship that had a long class name might create a default name that was too long and thus trigger a buffer overflow assert.
Such behavior was confusing if someone was just placing things in FRED and not sure at all what happened or how to fix it.
This PR replaces the assert with code to auto truncate the ship class part of the name to ensure that the default name will fit into the designated size.
* change var name
Like #4559 before it for weapons, this fixes the script conditions for ships. The problem was the same: the script condition would evaluate to true if none of the objects under consideration were ships. The fix is the same as well. I checked all the other script condition categories, so no similar bugs should pop up in the future.
Fixes#4637.
It's not necessary here to assert on the correct variable type, as having the wrong type here won't cause the code to break. More importantly, the error will have been flagged before this point anyway, and this code is used for formatting the SEXP to be displayed in an error message. It's not helpful to pre-empt an error message with an assert.
add `getDirectiveLines` and `setPosition` script functions
properly error if trying to set a HUD gauge name
remove the unneeded `Directive_frames_loaded` variable
improve accuracy of SEXP help for HUD gauge operators
* 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
For subtitles drawn using the `$Show-subtitle base resolution:` feature, text near the side of the screen would get clipped off mysteriously. The clipping corresponded precisely to the edge of a 4:3 boundary, which led me to discover that the clip boundary was still at the side of a 4:3 box, rather than a 16:10 box as was expected. Explicitly setting the clip boundary when setting the screen scale fixed the issue.
For any graphics coders in the know, is this actually the proper fix?
The null terminator was written past the end of the string buffer, which intruded on the next field in the struct. Fixing this fixes#4635. Also adjust the string concatenation a couple lines up because it could also write past the end of the buffer.
Supercaps have a special physics flag applied when they warp in so that they slow down quickly. However, if a supercap immediately warps out again - as in Deus Ex Machina and DEM: Interlude - this physics flag will interfere with the process so that the ship doesn't accelerate immediately even though the warpout portal is opening. This will cause the ship to miss the portal and clip off a section. The solution is to clear the flag once the warpout process starts.
* Add drop shadows to HUD text
* Add drop shadow to reticle
* Add control to toggle Drop Shadows
* Double render reticle shadows
* Use gauge_color instead of creating a temp var
* Add shadows to ETS gauges
* Set shadow default to false and adjust formatting
* Restore numbering for controlsconfig
* 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
A MOTD missing (422) message is non-fatal and should be handled the
same as a MOTD end (376) message to prevent the chat connection
process from hanging.
Written by Asteroth, derived from our ai code. I added a couple safety checks and changed the type to void to match our library.
Co-Authored-By: Asteroth <[email protected]>
The original implementation of `ai_good_time_to_rearm` did not revert to being a "bad" time to rearm when the time was up. This fixes that and adds an AI profiles flag to toggle it.
Also converts `ai_rearm_timestamp` to use the new TIMESTAMP type.
* Move colors up one level and generalize
* Initialize this first
* These are common to both all Briefings, so put them in the general Briefing category
Protects `Fiction_viewer_active_stage` if it reads a stage of -1 (it would have thrown a vector access error because the index is out of range). Also, given a lot of other scripting functions have additional built in error checks, I just added those to the fiction viewer functions.
* Allow `test_line_of_sight` to return intersecting object signature
The `test_line_of_sight` can currently provide the closest intersecting distance, but it would be very useful, especially for AI scripting, if this function could also return the signature of the intersecting object. This PR adds that functionality.
Tested and works as expected. Happy to discuss strategies for changing implementation, too. The extra, third return value for object signature was added to `getLineOfSightFirstIntersect` function because that function already returns 2 values. Thus, it will remain compatible with older scripts which only save the first 2 returned values.
* fix documentation
* fix typo
* return object instead of sig
* fix pointer
* use pointer pointer for full fix
* name clarification
Floating-point comparisons are tricky beasts. See this article for a good summary of the issues involved:
https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
This PR improves support somewhat, although there are obviously situations in the code (such as comparisons to 0) that should still be addressed. This PR makes the following improvements:
1) Tightens the threshold on `IS_VEC_NULL` and `IS_VEC_NULL_SQ_SAFE` from 1e-16 and 1e-36 to FLT_EPSILON
2) Tightens the threshold for parsing `turn_time` in POFs
3) Restores the previous implementation of `fl_equal`
4) Adds a dedicated `IS_MOI_VEC_NULL` for moment of inertia values
5) Improves documentation
Follow-up to #4535 and #4443.
Allow the variables controlling ship shudder to be independently set using scripting. Also add new flags to apply the shudder without decay and apply the shudder regardless of camera.
Also change the shudder timestamp to the new style.
* Make cutscenes.tbl extendable with -ccn.tbm
* Only let first cutscene of any parsed file be visible by default
* Implement +nocreate support and change modular ext from ccn to csn
* Remove commented out code
* Initialize char* as NULL
* Address feedback
* cleanup
Follow-up to #3743. A sound that was originally parsed as empty, but then re-parsed as non-empty, would still have the `GAME_SND_NOT_VALID` flag from the original attempt. This fixes that by clearing the flag each time the filename is read.
Splits the existing On Death hook into independent hooks for each relevant type. Adds On Ship Death, On Missile Death, etc. Also adds On Missile Death Started to complement On Ship Death Started.
`$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.
* Make sure that players are updated the more often
Mitigates the increased latency from multiple clients getting each other's positions.
And Adjust update times:
Because LAN settings are now widely used even on non-LAN connections, shift High to a little bit less frequently in some situations, and adjust LAN settings so that it doesn't take quite as much bandwidth for updating ships that are `rear_medium` or `rear_far`.
Also update comments.
* Remove unused define
This was used in the previous version of the object update code and doesn't need to be here anymore.
As part of the cleanup in preparation for model translation, there was a bit of code review that was actually incorrect. The calculation of the current step needs to be rounded down, because the step isn't actually complete until it fully reaches the next number. Rounding the step causes the submodel to jump around in all sorts of weird ways.
Follow-up to #4443.
* Add Animation Instance Flags
* Add SEXP barebones
* Unify and simplify animation parsing
* Clean up animation calling and use new animationlist api
* Add missing break
* 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.
Change Interpolation function to bool
And calculate last position instead of just setting it
This should help FSO prevent some very odd collision issues when two ships collide
`Ai_flag_names[]`, `Object_flag_names[]`, and `Ship_flag_names[]` all had an associated `#define` containing their length that had to manually be incremented whenever new flag names were added to the list. This commit instead makes the number of flags in the list be computed by simple `sizeof` division, so now adding a new entry just requires adding the entry, rather than remembering to bump a `#define`. Tested in FRED to make sure populating `OPF_SHIP_FLAG` entries still works.
In #4443, `fl_near_zero` was set to use default epsilon values in the `IS_VEC_NULL` check. In this comparison, epsilon is the wrong threshold because it used to have a much smaller threshold. The fix restores the previous definitions of `IS_VEC_NULL` and `IS_VEC_NULL_SQ_SAFE` by exposing the epsilon value as an optional parameter (similar to how `IS_NEAR_ZERO` used to work. This PR also restores `IS_VEC_NULL_SQ_SAFE` where it was replaced by `IS_VEC_NULL.`
Previosuly, the default object update speed setting for new players was `High`. Many mods, such as Fate of the Galaxy, do multiplayer tests where we have to ensure players are using the highest object update speed, which is LAN. This extra step is cumbersome and prone to players' forgetfulness.
This PR allows mods to set the default multiplayer object update speed for new pilots to mitigate this issue. Tested and works as expected.
* more cleanup in preparation for model translation
1) Clean up stepped rotation, fixing some logic, adding safeguards for invalid values, and allowing rotations to go in the opposite direction
2) Add more specific SEXP error checking for AWACS and rotating subsystems
3) Assorted refactoring and polishing
* address feedback, plus a bit of extra cleanup
Previously the persistent object sound management code would attenuate all script-assigned sounds by engine strength, and would not play them at all if the engine was off. This fixes the code to only apply that logic if the sound is in fact and engine sound.
This allows you to automatically append, for example, "-shock" to the damage type to make the shockwave damage type, so a weapon with "Heavy" damage type would automatically have its shockwave assigned the damage type "Heavy-shock".
This includes both separate defaults for dinky and non-dinky shockwaves, as well as automatic inheritance of the parent weapon's damage type (and if both are enabled simultaneously, the default is only used if there's nothing to inherit because the parent weapon doesn't set a damage type).
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.
FRED needs to work with any HUD gauge in the table, so don't prune any based on resolution. Fixes#4517.
This also improves checking for duplicate names in the FRED gauge list.
SEXP categories will not support more than 256 SEXPs; this is why the CHANGE2 category had to be created when CHANGE got full. Unfortunately, dynamic SEXPs will count toward this limit, so mysterious errors will occur for the ones whose category indexes roll over. The problem is not easily fixable, but at least the engine can detect the situation, warn about it, and refrain from adding any problematic SEXPs.
Since too many *total* SEXPs would cause a similar problem, this adds a warning for that case too.
When `mission_campaign_clear()` is called, all persistent SEXP nodes (those used by the campaign) are marked as non-persistent. When `sexp_shutdown()` was moved in #4503, this caused `Sexp_nodes` to be nullptr when the campaign was cleared, which caused a crash. This reorders the shutdown functions to prevent the crash.
PR #4500 added some checks, but accidentally compared `aip->target_objnum` to an object type (although the assertion message correctly retrieved the object type, leading to the bizarre assertion that `OBJ_SHIP`, i.e. 1, was an invalid target object type). This commit makes them all access the `Objects[]` array and retrieve the `.type`, just as the assertion message does (and the pre-#4500 conditional did).
Related to #4504, in that it's the source of the failed assertions, although I can't be sure it was the cause of the crashes without testing.
* Include more valid object types in this check
The previous version of the fix only included ships because it was believed to be the object that a ship used to be guarding. Now it's clear that this is an object that the ship is currently targeting *after* guarding something.
So remove the UNREACHABLE and manually check the valid object types with an assert. Then only continue with the function if it is the right target type.
* typo
When the code checks for the existence of an audio file, be sure to check all relevant extensions.
This fixes#4495. Tested with both ST:R personas as well as the Vasudan persona.
The movie player code was missing some important functionality, in particular:
1) There was only one timing method to get real-time elapsed time, which was not suitable for pausing or time compression
2) There was an improper cast for the FPS property, causing a script error
3) The `getSeconds` method lost precision during casting
This patches those deficiencies.
There's no need to keep all this infrastructure to run every frame for a barely used situation. This cleans it up a bit and does the position reset in the actual drawString function.
This range check is to ensure that the ship's hull is in a valid range, so it should therefore check that the hull is less than the max strength, not less than the current strength. This was inadvertently changed in 593be42e66 and a04e83ab01, but retail behavior is to set the exact hull from the previous mission.
Tested for both regular ships and delayed-arrival ships. Fixes#4472.
Due to rounding and conversion approximations, it was possible for FRED to think the position and/or angle was modified when no such modification had occurred. This could result in erroneous updates. In the case of angles this could result in a group of ships being assigned the wrong orientation.
Follow-up to #2614.
`os_ignore_events()` deferred events instead of ignoring them. The
player could accidentally skip a cutscene at the loading screen and
not see any indication there was a cutscene.
This only removes deferred skip-cutscene key events, except ESC, right
before the cutscene plays. This makes it less likely for a player to
accidentally skip the cutscene.
This also renames `buffered_events` to `deferred_events` and
`os_ignore_events()` to `os_defer_events_on_load_screen()`, which more
accurately describes the behavior.
Fixes#4419.
os_ignore_events() was buffering events instead of ignoring them. This
caused any skip-cutscene key to be buffered during the loading screen,
which would later be handled during the cutscene. From the player's
perspective, there was no cutscene.
This changes os_ignore_events() to ignore events.
Fixes#4419.
Sync the "mission save" and "error reporting" versions of the SEXP variable string. Also use `stuff_sexp_text_string` to print the "bad node" token rather than `Sexp_nodes[bad_node].text`, so that a human-readable token is displayed instead of a magic number like 26.
Related to #4226, as the generated error message is formatted differently enough to be confusing.
1) A comprehensive fix for the is_target_dying variable
2) Also do distance correctly for non-player target brackets by adding a check that we're dealing with the target before using the current target distance. Then also calc distance if it is not the player target.
3) Update comments and checks to be consistent
Many of these did not reflect how the variable was actually used, so update the comments.
* Fix AI Goal Display Strings
Okay so previously, if a target goal was not valid the code was
`strcpy(outbuf, XSTR("no orders", 495)); `
but then it was changed to
`outbuf += XSTR("no orders", 495);`
So it would instead append the "no orders" instead of properly replace the whole string. Looks just like a copy and paster oversight, since all the other text appends the name of the target with the order.
This PR correctly replaces, rather than appends that text. Fixes#4345
* appease clang
* use more simple =
Tests with standalone multiplayer builds revealed that the server would seg fault if a player tried to switch secondaries if the ship did not have secondaries. Tests with standalones showed this fixed the bug. Thanks to chief for the bug IDing and the fix code.
Another bug discovered by Durandal. The message sender was a variable containing an invalid value, and the game crashed. This handles it more gracefully.
Tested and verified.
This goal was missed in `ai_remove_goal_sexp_sub`, so add handling for it. Also make the error message clearer in case another goal is missed in the future.
The two `VIRTVAR`s for Orientation in subsystems and submodel instances do the same thing, but did not have the same code - in particular, the subsystem version did not update the subsystem angle and turret angle. This syncs them up.
Arrow, function, Ctrl, Alt ... and any other non-ascii keys
would previously add a blank space to the multi msg buffer.
This prevents that from happening, making sure that it's an
ascii character before appending it to the buffer.
(Retail bug??)
The previous way to clear a skybox was to set it to "default", and if the mission had no skybox then it would be cleared. The skybox code can correctly handle the lack of a skybox, but if you pass an empty string to the skybox preloader it fails with a file not found error. This fixes the preloader, and also adds "none" as an explicit no-skybox parameter.
Certain campaign-related functions would run even when the game was not in campaign mode (e.g. when playing in the tech room). Normally these would be benign, but with a new pilot or with a skipped mission, the current campaign mission would be -1 and a crash would occur.
Should fully fix#4412.
Fixed environment map rendering
shift fresnel term to match ordering of ComputeGGX, document shader code.
Envmaps: Use tangentMatrix to build local coordinate system
Fixed geometry self-shading calcs to improve shading of rough surfaces.
Cite paper correctly
optimsed env sampling
Put envmap face generation a loop to make it easier to read
Precalculate points on circle for even faster envmap sampling..
Guard against NaNs
Revert to simpler envmap calcs, significantly faster on slower GPUs.
typo
We don't need the sample points any more.
Diffuse IBL shading
Fix gamma issues in envmap rendering
AO term on envmaps.
fix lab crash with retail data
Always render envmaps - PBR shouldn't care if a shine/specmap exists.
Better approximation in geometry/visibility term
Fixed Fresnel/Schlick model to be dependent on view in line with learn openGL PBR theory
introduce energy conservation term for diffuse rendering
Just use specColor instead of trying to figure out metalness.
Pull out g1 function for reuse
UE4 based shaders
Better approximation in geometry/visibility term
Fixed Fresnel/Schlick model to be dependent on view in line with learn openGL PBR theory
introduce energy conservation term for diffuse rendering
Just use specColor instead of trying to figure out metalness.
Pull out g1 function for reuse
The first issue is that if a gauge isn't found it will fail to parse
any remaining gauges in the file. The second issue is that when saving
the preset the game uses translated strings for the gauge name but
when loading the preset it uses untranslated strings.
This should address both issues while keeping the original purpose
of the changes as well as not breaking existing presets or requiring
any mod changes.
Ref: http://scp.indiegames.us/mantis/view.php?id=3099
The default file path is always the primary mod user directory, however
some files are only ever created and read from the root user directory.
This allows for an override in such cases so that the location_flags
variable will match the intended root path.
Fixes#4384
There are three popups of decreasing priority that can appear in the main hall screen: campaign not found, pilot upgraded, and player tip. Only one of these should actually be displayed -- the first popup will take the player to a different screen, rendering subsequent popups useless; and the second popup is more important than the third popup. This PR prioritizes the popups accordingly.
Since "No subsystems found" and "Not all subsystems have a record in ships.tbl" are different warnings, they should have different flags. Follow-up to #4408.
The "skip training" button and the "exit loop" button should both check whether the campaign is actually over before attempting to load the next mission. The fix is simple - just use the same logic as in `mission_campaign_skip_to_next`.
Fixes#4412.
* Echo the event name to debug Auto trigger
* Add argparse library to changelog.py
* Allow user to authenticate with github creds (such as PAT's)
* Update ci/post/changelog.py
Use clearer notation for while loop
Co-authored-by: MageKing17 <[email protected]>
* Update ci/post/changelog.py
Co-authored-by: MageKing17 <[email protected]>
Co-authored-by: MageKing17 <[email protected]>
While it may seem counterintuitive, we have to keep the standalone bogus ship from being added to the ship list so that we don't have to exclude it from all the places it could cause crashes or mysterious AI behaviors. Both were being observed, and this should fix them.
1) Restore original behavior where function would exit after one error check (for consistency)
2) Exclude player ships from the check for ships in a wing sharing the same orders
The "default" tech database flags indicate whether entries are in the tech room by default, that is when the table is originally parsed and the campaign is started. Flags may be changed later, so that when the tech database is "reset to default" the flags can be returned to the known state as specified in the tables.
A bug was introduced back in commit c924e3997a (!) based on a misinterpretation of what "default" meant. This fixes the bug and clarifies the flags.
Fixes#4390.
Retail saved tracker stats to the local pilot file after read, however
the newer pilot file code doesn't work the same way. This adds the
ability to properly update the pilot file with multiplayer stats from
the tracker during login.
NOTE: This will always overwrite multi stats in the pilot file with
the stats from the tracker!
Before setting the `MQF_CONVERT_TO_COMMAND` flag, check to make sure the conversion will succeed.
This should ensure proper behavior for any case where command-conversion is needed. I've tested it with both a message that should not be converted and a message that should, and both behave as expected.
Follow-up to #4150 and #4078. Fixes#4356.
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.
This is an updated version of #3151 to work with the latest codebase.
NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
Locale Sensitive Controls and Textfield Input
+ Add Keyboard Layout sensitive InputBoxes
+ Remove obsolete helper function
* Fig [] usage and remove old keybinding names
+ Fix Compile Warnings
+ Fix Compile Warnings 2
+ Fix Clang Warnings
+ Fix faulty style + remove lambda
+ Change reverse-lookup map to iterating function
+ Added controlconfigdefault.tbl generator
+ Fixed gcc warning
+ Fixed msvc warning
+ make debug console keyboard layout independent
+ Expand DCF Functionality for saving control presets
+ Address Issues
* Controls/update tbl (#5)
Updates controlconfigdefaults.tbl to write Primary and Secondary bindings.
* Added Scripting Hooks for controlsconfigdefault.tbl (#6)
* Handle Asserted Switch cases
* Controls is a library and should be in the libs folder
* Add Lock & EnableScripting Functionality and expose it to scripting API
* Added scripting isLocked
* Move Key Hooks to register-able callback
* Add option to remove hook
* Repurpose CCI.used for Axes
* Morph bitfield into a singleton class
* Add encoding conversion helpers
+ Add keyname conversion if needed
+ Merge refactored encoding functions
+ Change keycode encoding call
+ remove bad type modifier
+ Move Conversion functions to util/unicode
+ Change Encoding Enum to Enum Class
+ Adapt KeyName call for encoding enum class
+ Fix Warning due to enum class
+ Change validation to own function
* Make mActionToVal Assertion more helpful
* Fix typo
* Fix style
* Use constant, not magic number
* Document Ignored_keys[]
* Doxy class controls_lua_override_cache a bit better
* Put NameToVal safeties back in
* Reorder the +Disable and $Disable: options, and be exclusive
* Reorder the +Locked and $Loacked options, and be exclusive
* Revert changes in ValToJoy
* Revert errant duplicates
* Refactor printJoyJSON() to use getJsonArray for consistency
* Remove unused FS2toSDL map
* Remove ADE_FUNC(AxisActionInverted)
* Address gcc-5 issues
* Remove unused param for textify_scancode
* Declare textify_scancode_universal() in controlsconfig.h for use
* Clean up textify_scancode() and *_universal() a smidge for clarity
* Address most clang-9 issues
* Modernize NULL to nullptr
* Expand logic and document in controlsconfig::check_control() for clarity.
* Fix typo
* Remove unecassary static_cast
* Use Assertion instead of Assert within control_config_common_read_section()
* mprintf()'s need new lines!
Co-authored-by: Birk Magnussen <[email protected]>
Co-authored-by: Birk Magnussen <[email protected]>
* add node subtype for container names
* clean up and port changes to qtFRED
* fix parsing when container is the last argument
* fix serializing container name nodes
* fix parsing again
* disallow spaces in container names
* check for spaces and & chars while parsing container names
* early WIP for trying to get list containers of strings working as argument options
* indicate which SEXPs will be supported for now
* clean up
* add FRED/qtFRED support
* remove [in]validate-argument from supported SEXPs
* support map containers with string keys
* update FRED and qtFRED
* clean up
* update FRED help text
* revert some unneeded changes
* fix style
* remove added assertion
* backport useful changes from PR #4263 and then some
* clean up backport
* move condition_node evaluation outside of argument loop
* fix does_blank_of_op_support_container_args()
* fix assertion
* add OPF_DATA_OR_STR_CONTAINER and use restore old behavior of OPF_ANYTHING
* revert some unnecessary changes
* fix CI
* detect attempts to modify container while it is being used as special argument (WIP)
* evaluate conditional for each loop
* update placeholder text for new SEXP arg type
* finish/clean up
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent
* also add reverse lookup from subsys to index
* update indexer to accommodate subsystem pointers being changed
* use clearer function names, and fix the type of subsys_list_indexer
* add assertions
* address latest feedbcak
* add some extra safeguards to gr.drawString
These will add insight if the errors reported by RedMadeJoe pop up again. The root cause is in the script, but this will prevent FSO from choking.
* Add static bool for warning
* Add support for drawing batched 3D lines of arbitrary color and thickness.
* Add draw3dLine lua function.
* Move line texture out of graphics.h into graphics.cpp, also rename it for proper code style.
* Move line texture generation to batching.cpp, create dedicated batching_add_line function and add support for a line with variable thickness at the start and end.
* Use references in the verts loop
* Add bound checks for line widths
* Warn if the Lua script uses invalid widths
In Training missions, the game will check if keys used in directives are bound or unbound, and if unbound will display a message to the player to bind the key.
This is limited to only Training missions though, so this PR adds a `game_settings` option to allow modders to use that check in singleplayer mission types too, which is very useful for mods that rely on key presses in non-training missions. Also fixes#4340.
Previously, debug builds would assert if a packet was not a psnet packet
type. Port scans and general traffic checks could trigger this for any
public server. So we should just log these events instead, taking into
account that some of this traffic could be malicious in nature.
In the FRED campaign editor, error checking for campaign branches did not correctly handle loop branches. This avoids performing inapplicable error checking for loop branches, adds a new applicable check, and excludes loop branches from the count of regular branches. Fixes error checking for the FS2 main campaign.
Adds the standard Lua extension library for bit operations in Lua 5.1.
http://bitop.luajit.org/
Note that this library is normally called "bit", but it is added here as "luabit" because there is already a FSO scripting library called "bit".
Due to both the AI code and the ship movement code calling warp departure logic, enabling `Framerate_independent_turning` caused ships with the no-departure-warp flag to depart twice. Removing the call to `shipfx_actually_warpout` fixes this.
More fundamentally, this untangles and organizes the arrival and departure logic as it pertains to effects. The actual arrival and departure code is moved to the `shipfx_actually_warpin` and `shipfx_actually_warpout functions`. This simplifies `WarpEffect::warpEnd()` and allows `WarpEffect` and its subclasses to only concern themselves with the visual effects.
This also fixes a logging statement that could never actually be printed due to `delta_ms` being the wrong sign in the if() check.
When parsing escort priority, FSO asserts that the escort flag is set,
but this assertion is only valid in missions output by FRED; it's fairly
trivial to use notepad to remove the flag without removing escort
priority, thereby triggering the assertion. Furthermore, there doesn't
actually seem to be a problem if a parse object has an escort priority
without the escort flag; the engine won't actually use the priority
until/unless the ship is manually added to the escort list, and then it
doesn't matter that one is set.
* Add callback for user specified availability status
* Add target restrict hook
* Fix Restrict hook and add not self restrict type
* Fix documentation
* Fix typo
* scope the ai achievability enum
* fix scoped achievabiliy
Instead of keeping the old variables around (except renamed to include "_deprecated") and manually checking them one at a time with a lot of duplicated code, use existing information to generate the messages automatically.
1) In `for-counter`, when `just_count` is true there is a memory leak, since the code never enters `test_argument_vector_for_condition`, but for the same reason, duplicating the string is not necessary in that case, so just add a blank string
2) Remove unnecessary `vm_strdup` calls from the other for-* operators
3) `const`ify argument management
A bit overkill for some of this but just covering the bases.
* fix issues with in-game join
* fix multi messaging and multi pause screen
* make sure maintenance stuff (pings, voice, file xfer, etc.) isn't
affected by pausing or time compression
- report when multi.cfg is missing
- add game version, multi version, cmdline, and PXO status
to multi.log
- use non-interactive mode by default on standalone and
enable it as soon as possible
* Replace "Always_show_goals" with "Toggle_showing_goals"
The "Always_show_goals" flag is a no-op on anything other than a
training mission. This replaces it with a new flag which toggles
whether the goals are shown instead, in keeping with the existing
"Toggle_debriefing" flag.
* Rename other occurrences of Always_show_goals
* Update stale comment
* Update stale member names
* Remove unused #define
1) Remove the extra branch in `check_ok_to_fire` that was added in SVN revision 10392, or commit 0d54630e83. If there was an actual Coverity error, this does not fix it at the proper location. More importantly, this breaks certain turret firing behavior.
2) Fix a couple of bounds checks.
3) Remove an incorrect stale comment.
This fixes the broken turret swarm weapons that were uncovered by the fixes in #2959.
Players are still affected by collisions locally, but other ships will literally pass through each other until updated by the server. A timestamp controls the frequency of collisions with the player ship.
Turns out PR #4243 actually introduced a bug that appeared to implement the feature. The previous implementation had the effect of intercepting all keypresses and routing them to the main window. This fixes that bug by using `CDialog` instead of `CWnd`. It also turns out that the `hWnd` window handle for some reason does not match the expected window, but fortunately, this implementation is only called in the correct window so the restriction is not needed.
Normally, when the player cycles through targets using (for example) the hostile targeting key, the targets will be shown in order of distance. In PR #4121, this was changed from bounding-box distance to center-distance, which has very little noticeable effect on the cycle except that it now agrees with the AI strategy for measuring distance.
However, when the player targets a hostile for the first time, or when the cycle resets after 1.5 seconds have passed, the first ship targeted will be the closest ship *or* the ship with the closest turret. And furthermore, when the target cycle continues, the next ship targeted will be the next ship farther away. There can be a dramatic difference between a turret, which may be very close, and the center of the ship, which may be very far away. The target cycle will continue with these far-away ships, and this has the effect of leapfrogging any ships that are closer that should be targeted first.
There isn't any easy way to tell that a ship has been targeted because of its turret, and not because of some other targeting key or because the cycle has restarted, but fortunately the bounding-box distance is a reasonable approximation because turrets tend to be on the bounding boxes. So this commit simply restores the distance functions to what they were before. The other fixes from #4121 are not related and remain in place.
When the `$Use host orientation for set-camera-facing` flag in game_settings.tbl is active, the camera will use the host's orientation as a basis for rotation. However if there is no host, the camera unintentionally inherited its old stale orientation. Instead the camera should base its new orientation on the identity matrix which is the expected behavior.
The new timestamps should use the timestamp ticker, which accounts for pauses and time compression, not the standard timer, which measures absolute elapsed time. This fixes the bug reported on Discord where the supernova timer did not pause when the game was paused.
Alt-names with hashes that were added by the `change-alt-name` sexp used to have their hashes truncated properly. This most likely broke when hash truncation was moved from the HUD code to the "display name" code. This PR truncates hashes in the same way as truncation elsewhere.
Override some MFC signal paths to prevent Enter and Escape from doing their default behavior. Also add a "save changes" prompt to the Cancel and Close buttons.
Fixes#4240.
These were first noticed by @TheForce172 in PR #4241. Instead manually editing the parse buffer, call the parsing functions to properly free the memory used by parsing the tables. Also remove redundant calls to `ship_init`.
1) In commit 770fce8de5, a flag was incorrectly ported from a bit to a flagset, which caused ships not in the tech db to not be removed.
2) Perhaps due to the pilot file upgrade, campaigns which had their tech databases reset would immediately load stale techroom data from the savefile. This change writes the savefile after the reset so that subsequent reloads will load the correct data.
Theoretically, the list actually had precedence when a table entry had fewer banks than the model, which would fill the extra banks with the first applicable weapon in the precedence list... except the engine `Error`s before that can happen, so it didn't actually do that. When a mission's loadout doesn't include one or more of the weapons the ship thinks it should have (i.e. it's left to its default loadout and one or more of those are missing), the missing weapons are replaced from the `Player_weapon_precedence` list. However, it didn't actually check precedence: it just went through every weapon type in order, and picked the first applicable one that also happened to be on the `Player_weapon_precedence` list.
This commit makes it so that instead of iterating through every weapon ID, we just iterate through the ones in the `Player_weapon_precedence` list (which is now a vector, thanks to #4201). Not only does this mean that higher entries in the list will be chosen first (meaning actual precedence), but since the vector will often be much shorter than `Weapon_info`, it should also take fewer iterations to find a valid weapon (or decide none of them are valid). This is technically a backwards-incompatible change, but since it only affects missions where a ship on the loadout screen lacks a weapon in its assigned loadout, it should be a relatively minor break.
* Add Subsystem Flag to Hide Turrets from Ship Loadout Stats
The statistics summary window in the ship loadout editor shows various aspects and stats of the selected ship. These can be toggled and customized through the ships table, but one line is actually autogenerated, `+Turrets`. This is unideal for certain ships, especially those which use turrets on ships in non-standard ways (for example having an AI controlled turret which shoots bombs). In these cases, the turrets are not actual turrets, and it is confusing for players seeing that there is a turret on the ship in the loadout editor. (I can give more detailed examples using FotG if needed).
This PR adds a subsystem flag which allows the modders to hide a turret subsystem so it is not counted in the auto generation of the `Turrets` summary line. (As a slight cleanup I also removed cleaned up the whitespace formatting on a nearby, but unrelated line).
* sync names
* fix renaming
1) Prevent the ship class from being changed if the icon image has a special closeup (like a jump node)
2) If the icon image is changed to a special closeup, automatically choose a ship class that doesn't have a custom icon
Fixes#3860
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.
Fixes#3874.
* Avoid setting .rest for Locked_sexp_true/false with malformed SEXPs.
When FRED puts a `true` in the middle of a list of arguments, it wraps it in a nested list as `(true)`, because it's technically an operator; however, if someone writes a SEXP by hand, they could easily forget to do this, and in such cases, this causes `Locked_sexp_true` to be inserted into the middle of the list. If it's not the last element of the list, it will then have its `.rest` attribute set to the next node in the list. If this is a temporary SEXP (i.e. from Lua's `runSEXP()` function), this used to be a temporary problem, but PR #4088 changed the global search for any node with `.rest` set to the node being freed to require an explicit parent node. This means that `Locked_sexp_true.rest` remains set to a freed node, which can cause further issues. If such a malformed SEXP *isn't* temporary it can cause even more issues, even pre-#4088.
This commit changes `get_sexp()` so that if it detects `true` or `false` in the middle of a list (and not a single-element list), it will put it into a single-element sub-list, hopefully preventing any modification of `Locked_sexp_true` or `Locked_sexp_false`, as giving a `Warning`. This should cause it to behave as though `true` or `false` was actually `(true)` or `(false)`, respectively, and therefore run as expected.
* Add comment and remove unused variable declaration.
Thanks to @PhantomHoover for the wording on the comment.
Back in #104, I made an *attempt* at clearing the delayed SSM parsing data once it'd been validated; however, for some reason, I only cleared half of the variables, and I only used `.clear()` rather than `.clear()` followed by `.shrink_to_fit()` (which means the same amount of memory was still reserved for these variables that would never be used again). While making #4201 I happened to comes across the "swap with empty temporary" paradigm do to both at once, so I decided to apply it to this old thing, as well as clearing all four variables rather than just two. Additionally, since these mappings don't actually care about ordering, I made them `unordered_map`s while I was at it. It's probably not a significant memory savings, but since we'd never need to use that memory after parsing, I figured we might as well reclaim it anyway.
For some reason, ship flag parsing was still using a fixed-size array instead of a vector, limiting it to 20 flags parsed in a single entry. Since there wasn't really a reason to do that (it was basically parsing to a vector anyway, then resizing it down to the limit, then stuffing the C-strings into the array), I changed it to a vector.
* Fix RTT Cockpits Gauges with Change Ship Class
Previously, using the `change-ship-class` sexp or scripting function did not update RTT cockpit gauges. This PR adds the cockpit code update functions to fix the issue. Tested and works as expected.
* comment consistency
* beam_add_light_small() is only ever used in one place which always passes a point. Calculating the point inside is removed as redundant and obfuscating.
* Repeated beam light width calculation moved to function
* Repeated beam light state validation moved to function
* Repeated beam light noise generation moved to function
* cleanup superfluous parameter
`ship_set_default_weapons()` (which is called by `ship_create()`) was only setting `swp->primary_bank_capacity` for a bank if the default weapon for that bank was ballistic; if the ship was then equipped with an ammo-using primary and the `set-primary-ammo` SEXP was used on it, it would think the bank had a capacity of zero, resulting in 0 ammo.
This commit simply moves the assignment outside of the conditional, so that primary bank capacities are always recorded in the `ship_weapon` class.
* Fix Texture Replace with Ship Changes
Tabled `$Texture Replace` did not work on ships where the class is changed in the loadout or with the `change-ship-class` sexp. This was because the replacement textures only were loaded during mission parse, and the `change_ship_type` did not account for loading new textures from ship classes that were not in the initial mission parse. Part of the bug was also that the code that updates texture replacements was after the texture page-in section of `change_ship_type`.
This PR fixes that bug by properly loading the textures in when the ship class changes. It also moves the code to within the `ship_model_change` function (which is only used in the `change_ship_type` function) so that the texture loading happens correctly before texture page in.
* fix accidental whitespace changes
* fix comment
* also fix team colors
* comment spelling fix
* appease clang
* properly clear replace textures between ship changes
Followup to #4088. A few calls of `free_sexp` (especially in `free_sexp2`) did not supply the calling node, which left inconsistent SEXP tree structures and caused a crash in TranscendE1M6. This fixes the crash and fills in some of these places.
Removed useless light_ignore_objnum and affected_objnum lighting data, light_add_point_unique() subsequently removed as well, and cleaned up unused parameters.
* Add a flag to allow the firing fail sound to play with locked primaries
* Adds an equivalent flag for Secondaries
* Make the flags accessible to FRED
* Fix whitespace mistakes
* Yet another whitespace fix
* Move primary fail sound flag check up to avoid wasting processing with unused shots
* Move secondary locked check up to avoid doing unnecessary checks
The `stuff_int_list()` call converts the weapon names into the appropriate index into the `Weapon_info` array; however, in `weapon_do_post_parse()`, we call `weapon_sort_by_type()`, which reorders the array; this makes these indices potentially point to the wrong weapon. Additionally, there's no protection against someone `+remove`ing one of the weapons in the list in a later TBM.
This commit makes it so we instead store the names into a vector of strings, then convert them into indices after `weapon_sort_by_type()` has already been called. Additionally, `Player_weapon_precedence` is changed from a fixed-size array to a vector, since it's usually not as long as `MAX_WEAPON_TYPES`.
Fixes#4199.
PR #3750 made `check_sexp_syntax()` less permissive of node trees containing `<argument>`, which causes problems given that FRED saves `modify-variable`'s second argument as a `SEXP_ATOM_NUMBER`, as now `check_sexp_syntax()` complains that `<argument>` isn't a valid number. This commit both makes the `SEXP_ATOM_NUMBER` check skip the number validation logic if the `SNF_SPECIAL_ARG_IN_NODE` flag is set, as well as removing the `SEXP_ATOM_STRING` type check from the later `SNF_SPECIAL_ARG_IN_NODE` check (for making sure it's inside an `-argument` SEXP).
Turns out the `MAX_OBJECT_FLAG_NAMES` was not increased originally, so this PR increases it to match the new amount now that `ai-attackable-if-no-collide` flag was added.
My guess is that, in `ai_ship_destroy`, if the dead ship's goal object has already died in the same frame, the `goal_objnum` will be -1 when `ai_formation_object_recalculate_slotnums` is about to be called.
Adds the framework for loading and saving backgrounds with correct or incorrect angles. Backgrounds in FSO will all have fixed angles internally, and newly created backgrounds in FRED will have fixed angles, but existing mission files will have incorrect angles. The parser will determine whether the mission file contains fixed or unfixed angles and act accordingly. (Actually fixing the angles will be done in part 2.)
Helps us by also dumping the amount of data that has been processed from that packet so far.
Also, dump how much data we need to get through to finish the packet correctly.
1) Fix part of the lookup logic in `hud_get_default_gauge_index`
2) Add back part of the lookup that was removed in #4003
3) Use custom checks with the `default_hud_gauges` list
4) Add a clarification comment to `default_hud_gauges`
Fixes#4171
By specifying a base resolution in game_settings.tbl, subtitles can be scaled to the screen in the same way as HUD gauges. This can be used to prevent subtitles from appearing smaller at larger resolutions.
Depends on and is a follow-up to #4157.
* clean up documentation a bit
* use a more straightforward regex for slicing out page number
* use for loop instead of while loop
* Test workflow successes differently for release and nightly
* move tag_name definition up to before its used in validation block
* Add a hopefully more straightforward existance check for tag_name
What it says on the tin. This allows more precise positioning of subtitles, and a future PR will add the ability to scale them according to screen resolution.
This adds a type-safe TIMESTAMP, similar to UI_TIMESTAMP. Eventually all of the FSO codebase will be switched over to this new type. In the meantime, just the supernova code is switched over.
A bit of cleanup, refactoring, and bugfixing...
1) The supernova code now uses enums to represent states, and those state transitions now all happen in `supernova_process` instead of being scattered around.
2) Some state transition bugs were fixed - e.g. the HUD is now disabled when the camera cuts to the external view, instead of when the camera stops moving; and the particles start and the simulation stops when the comments say they do.
3) There is now a game_settings.tbl flag to make the HUD countdown timer reach zero when the supernova hits, instead of reaching 5s. This only affects the HUD display; actual timing is not changed.
4) Don't apply lightshafts if the supernova glare is in effect - partial fix for #4152.
The FS1 behavior for converting wingmen messages to Command messages specifically applies to in-mission messages with multiple files corresponding to the possible senders. There is no situation where a built-in message needs to be converted, and in fact built-in messages can't usually be substituted because most built-in messages are distinct. This commit adds an extra check for that case. It has the effect of "fixing" #4149 even though that isn't really a bug.
When the RGB values of the legacy `show-subtitle` were fixed (#2578) the `width` argument was inadvertently deleted, resulting in an off-by-one error for all subsequent arguments. This fixes that.
Same arrival warp when docked, same departure warp when docked, and associated changes to FRED, set-arrival-info, and set-departure-info.
Also fixes the nav-carry flag to properly save when a mission is saved. Previously that flag would always be cleared.
Implements feature from #4095.
* Implemented ship.checkVisibility for luaAPI, sharing logic with sexp isVisible. Made new function for the shared functionality
* Fixed a viewer-viewed mixup
The check to not show `-destroyed` submodels is within `model_replicate_submodel_instance`, and that was only called for moveable submodels in the lab. This PR runs it for all submodels now. Tested and fix works as expected.
Several careful tweaks to improve handling of distance as measured on the HUD.
1) Use `Player_ai->current_target_distance` for rendered HUD gauges which display the distance, because the distance is calculated in `hud_update_frame` (which is called from `game_simulation_frame`) and is used for a couple of these gauges already. This change makes it all consistent.
1b) Some gauges which depend on distance but do not actually display it (e.g. the lead indicator) still calculate their distance immediately before using it. I didn't change these because a) the calculation is still correct, even if redundant, and b) there is a small possibility of `hud_update_frame` changing the target after the distance is calculated, so these gauges are guaranteed to have the correct calculation.
2) On discovering that the `evaluate_ship_as_closest_target` specifically switched from bbox-distance to center-distance, I changed all "target closest X" functions to consistently evaluate center-distance. I believe Volition did this to prioritize small fighters when dogfighting next to large ships.
3) Moved `hud_target_change_check` below the computation of `Player_ai->current_target_distance` because it uses the computed distance to determine the acceleration trend. This way it will use the distance of the current frame, not the previous one.
4) Minor move of a `Target_static_looping` check into `hud_target_change_check` because it made sense.
Events with background colors had their highlighting behavior disabled, because since an event has to be selected to add a color, users thought the color adding didn't work. However it was pointed out in #4129 that users still would like to know which event is selected. So this PR attempts to solve the problem by drawing a border over a selected event if that event has a background color.
* Fix LUA Steering Control Override
I've been using `LUA_FULL_CONTROLS` in the updated mouse-as-a-joystick script, and it works well, but there's one last small bug I'd like to fix. `LUA_FULL_CONTROLS` affects things that beyond just steering values, which has the unfortunate side-effect of also overriding non-steering controls such as cruise percent. It would be less intrusive to use the `LUA_STEERING_CONTROLS`. Unfortunately, `LUA_STEERING_CONTROLS` just sets everything to 0, which I think is a code issue bug that has been around since the lua controls were added in 2010 (https://github.com/scp-fs2open/fs2open.github.com/commit/2a69aaa23ba0def3dbfb9f566706e7130a33866f).
This PR fixes usage of `LUA_STEERING_CONTROLS`, and in testing everything works as expected (including fixing the cruise percent issue). Also, I do not think there are any scripts that use `LUA_STEERING_CONTROLS`, but if desired I can make a new version called `LUA_STEERING_CONTROLS_FIXED` or something to that effect.
* correct order of if-check
It's theoretically possible for `parent_type` to get out of sync with the parent's type, particularly if the parent is destroyed. Since the field is almost never used, it can be removed.
Should fix#4105.
1) Fixes the ship and wing dialog resizing for both sexp help and arrival/departure cues
2) Restores the sexp help in the Mission Goals dialog, which had been broken since the mini-help-box was added
Two enhancements:
1) Allow the SEXP help description to take up multiple lines. Since the parser did not originally use `stuff_string` with `F_MULTITEXT`, this required some creative parsing.
2) Generate the text for minimum and maximum number of arguments.
* Coverity 1361855 Always free Vertices and Indices
* Coverity 1361844 - Same type of memory leak
Don't forget to do the same changes to sphere init
* nullptr, not NULL
1) If a ship has its regular name change, clear the display name
2) When placing ships in FRED, truncate the ship name, if necessary, before creating the default name
FS1 has a feature which will occasionally convert a wingman message to a Command message. This adds a few more checks to that feature:
1) Make the command-conversion code and the alive-check code mutually exclusive;
2) If the filename is not a FS1-style persona, don't change either a) the filename, or b) the talking head
Fixes#3759.
Bug #3672 was caused by the dead popup not being cleaned up properly when the player-dead state was left. Closer examination revealed some possible holes in the cleanup logic - e.g. the game assumed that the mission would proceed to the debriefing but neglected the possibility that it would exit to the main hall. This consolidates the two dead states and attempts to make the cleanup more robust.
Fixes#3672.
Tweak the help for the 'bastion' command and change 'dcf_fov' to 'fov'. Also add a new 'mainhall' command that can be used in the main hall, not just the player select screen.
PR #3342 meant that occasionally FRED would try to save a message that didn't exist. Make sure the old saved index doesn't point past the end of the valid message list.
Fixes#3996.
`gr_get_string_size` takes a length parameter, but `split_str_once` was calling it with the position instead. This led to incorrect results occasionally. If the incorrect pixel width had the bad luck to be exactly equal to the remaining space, this would cause an infinite loop. This fixes the bug and adds a bunch of safeguards to prevent a similar situation in the future.
This is useful because certain backgrounds (such as a nebula) will make it hard to see the default navpoint color. Also this means that different navpoints can now have different colors.
* Clean out player t_plr before use
* Directly reference t_plr instead of player* p
* player* p Needs to be set in ::verify() for other pilotfile:: methods to work
* Document things
* Maybe use a format that doxygen can understand
* Use dict comprehension to clean up main.groups a bit
* More docstrings
* Move FileGroup into module its supposed to be in
* Remove nightly-trigger.yml
* Rename workflow files to better describe their actions
* Re-add post build capabilities
* Post-build may be triggered by build-release.yaml or manually
* minor doc update to file_list.get_ftp_files()
* Maybe fix yaml errors
* "You have a syntax error on L345" Gee, thanks github debugger. Could you tell me what exactly that error may be?
* More fixes
* More fixes
* fix typo
* fix typo
* Allow manual trigger to specify releaseTag
* Try omitting the default for string
* Use correct .inputs member
* try environment instead of env
* Try elevating scope of env
* Comment out stuff to directly test env passing
* See if echo is working correctly
* Test if top level env is in scope
* Try github.event instead of github.events
* Uncomment lines, use correct context signature
* Pass ref_name to post-build-release workflow
* Fix arguments to git
Stash linux package since it can fail, too
* str and repr cannot be compared
* Get repo metadata differently to allow tests on forks
* echo repository var
* config["templates"] does not have a member ["installer"] so... we'll use ["release"] instead
* debug render_installer_config. file groups malformed?
* Print out both keys of groups dict
* debug get_release_files. print binary_file list
* Revert file_list debug print
Try sorting binary_files by ReleaseFile.name
* Add checks before running mako to improve debugging QoL
* revert change to installer.py
* maybe fix call to render_nebula_release
* type the files argument to get IDE hints
* Revert typing.... :(
* missing parenthesis
* Disabled installer mako rendering
* Error check in ForumAPI to allow tests to continue
* debug print hlp forum key stuff
* Instead of none, check ""
1) Don't knock the player out of the warp if the sequence has already moved to stage two. It breaks the sequence and the game will still end the mission anyway.
2) Remove the Volition code for calculating player speed. It did not actually affect the speed, but it *did* affect the calculation of warp distance which often caused the player's ship to miss the portal.
The orientation was broken since the engine rendered the decal box in
the direction of the hit normal which meant that the viewer was looking
at a flipped version of the decal texture.
This fixes that by flipping the direction of the decal before passing it
to the GPU.
This also fixes the orientation for weapon decals which previously did
not take the orientation of the weapon that just impacted into account.
This was broken by the move to a single, global uniform buffer where we
started doing suballocation so offset 0 was reading bad data.
Also fixed a crash regarding an unknown locale name on Linux.
* Try using softprops/action-gh-release
* Try *_path instead of *_name
* Document action dependencies
* Use consistent versioning in some places
* Maybe continue windows_zip should an upload fail
* Skip building standalone image if not on source repo.
* Stash the windows zips to artifact ftp in case the publish steps fail.
* Combine publish steps into one step
There were two bugs that kept this from working until now:
1) The destination goal point was calculated to take the ship right through the center of danger. Flipping the vector now takes the ship away from danger as intended.
2) The original AI code did not turn the ship at all. The new code turns the ship toward its goal point.
The fixed behavior is tied to the new `$fix keep-safe-distance:` flag.
Allow scripts to reference submodels, submodel instances, and model instances. Currently just a few properties (like Orientation and Radius) can be accessed, but this can be easily expanded in the future.
Also add relevant functions to calculate real-world positions and orientations of rotated submodels.
Consolidated these functions and replaced the `find_submodel_point_*` functions with their closest `world_find_` counterparts. (One of those functions may not have actually worked correctly.) Also use the correct coordinate logic when returning normals from collision info in scripting.
Related to #3985 although not yet a fix for it.
When returning objects, be sure to use `ade_set_object_with_breed`, per the documentation on that function. This ensures that all relevant subclass information can be used.
Also fix the return value of streaminganim's isValid() function.
* Treat mouse axes as Joy0 axes if Use_mouse_to_fly is true.
* Treat mouse buttons as Joy0 buttons when Use_mouse_to_fly is true
* Don't spin out of control like a 3yo on pixie sticks when treating the mouse axes as Joy0 axes
* Address CI Issues 1
* Try FALLTHROUGH macro to appease the compiler gods.
* * Change the labels in the Options menu UI for the Mouse On/Off buttons
* Nudge the hardcoded postions for the labels for bothGR_640 and GR_1024 resolutions
* Adds the following XSTR indices
1665 "Mouse Input Mode"
1666 "Joy-0"
* Update player_tips_controls() to mention the changes to the Mouse Input Mode
* Nudge the hardcoded postions for the labels for bothGR_640 and GR_1024 resolutions
* Adds the following XSTR indices
1665 "Mouse Input Mode"
1666 "Joy-0"
* rename pilotfile::version to pilotfile::plr_ver
* Fix typo in warning message
* set plr_ver and csg_ver to PLR_VERSION_INVALID on init and close
* add PLAYER_FLAGS_PLR_VER_LOWER and *_CONTROLS flags to player defines
* Add popup to intercept the player before going into the mainhall with an old pilot
* Move the Constrols5 info popup into the mainhall
* Modifiy pilotfile::verify() to allow player flags to be passed on to callers
* Rename valid_pilot_lang() to valid_pilot()
* valid_pilot() checks plr_version of the pilot and prompts the user if they want to continue loading or not
* add no_popup param to valid_pilot() to allow scripting to use it
* Correctly clear the PLR_VER_CONTROLS player flag
* operator== is not operator+=
* don't clear player flags when closing a pilot file
* player tips popup comes after any warnings
* save committed pilot on playermenu close
* doxy playermenu::player_creat_new_pilot() and magagepilot::init_new_pilot()
* * add validation/safety catch in the barracks to prompt user if they want to select/convert a pilot with version mismatch
* PLAYER_FLAGS_PLR_VER_CONTROLS is a savable flag, cleared in the mainhall after the popup is dismiessed
* Move version flag sets in plr::load_player() and plr::verify() after calls to player_read_flags()
* Drop hints to players they should use a clone of the pilot in version prompt.
* Went ahead and added a VERSION_HIGHER flag and conditional in valid_pilot()
* Move Controsl5 notice popup into playermenu, next to the player_tips_pop(). Also allows player to "Don't show this again"
* Ignore plr version flags during unit tests since .plr -> .json conversion is never a pure clone
* Address CI issues:
* clang-tidy: use nullptr (modernize-use-nullptr)
* Add XSTR support to valid_pilot() and player_tips_constrols() popups.
* * Rename new PLAYER_FLAGS to something more descriptive
* Edit Popup text to be a bit more concise
* Add missing punctuation to language popup
1) Remove operator caching from `is-cargo-known-delay`, `cap-subsys-cargo-known-delay`, and `has-been-tagged-delay` so they can be used with `when-argument`
2) Note idiosyncrasies of `and-in-sequence` in SEXP help
3) Document logic for inverting known-true and known-false in `sexp_not`
Should fix#4013.
A couple quality-of-life improvements for event logging:
1) Indent the SEXP operators according to their depth in the node tree
2) Add newlines between variables and containers
As @Baezon figured out, when a host exists, `get_info` will return the orientation relative to the host. When there is no host, `get_info` returns the absolute orientation. In the latter case, `set_rotation_facing` does not need to do extra calculations to find the delta orientation.
Follow-up to #3989.
There is a bit of code that detonates a missile if it misses impacting on a subsystem. On Nyctaeus's Arachnas model, missiles could reach the center point of the main beam turret submodel without actually hitting any part of the submodel. The fail-safe code would set the missile to detonate in that case, but on low-FPS systems the weapon would be able to actually hit the turret before it detonated. On high-FPS systems, there is a clean miss.
This reworks the code to delay the missile detonation until it reaches the other side of the submodel, so it has time to hit some other part of it. It also reduces the detonation time from 1/100 of a second (which is more than one frame on 120 FPS systems) to 1/1000 of a second (which is always less than one frame).
* Fix limitations of GetColor script function
It is very valuable for custom HUD gauges to be able to show/use the IFF color of any given object. Previous scripting solutions were limited and did not account for traitor status, varying team combinations (i.e. TvT multiplayer), and other cases.
This PR allows scripters to get the IFF color of a given object properly, as it uses the same method that retail HUD gauges use.
Also, it turns out there was already a function `hud_get_iff_color` defined in `hud.h` It was never used though, as `hud_set_iff_color` both got the color then set it. I've added the color getting to the get function and the setting to the set function, that way the script function can easily just call the `hud_get_iff_color` function. If this is undesirable I can instead copy the entire logic of the function `hud_set_iff_color` into the script section.
Tested and works as expected.
* fix nil return
* clarify param comments
Previously, the damage display gauge only showed the integrity for subsystem types. This was fine if there were a 1:1 match, with each type only having 1 subsystem. If there were more then 1 subsystem of a given type though, it would not display accurate information to the player.
This PR sets the displayed subsystem integrity to that actual specific subsystem, not the aggregate. Tested and works as expected (screenshot attached) and fixes#3982.
Mostly renaming of fields and functions, and moving some modelread sections into functions. This reorganization will put the code on a better footing for the model translation feature. No model translation code is included yet, and there should be no change in functionality.
Treating both bindings together will fail when a player has one binding inverted but the other uninverted. This was complicated by the dual-binding method mysteriously delegating to the single-binding method in certain cases. This change removes the dual-binding methods altogether and explicitly handles the bindings individually. It also adds additional scripting VIRTVARs for all current use cases.
The new animation system sets submodel initial positions on ship creation, but FRED was also indirectly setting them by calling the techroom method. Initial positions will not work correctly if they are set twice.
The `fredhtl_render_subsystem_bounding_box` function only handled one level of submodel positioning, which worked for turrets but not more complicated submodel stacks like the Ma'at. This properly handles all submodels in the hierarchy.
Fixes#3971.
There are a few related improvements here:
1) Add a new function for iterating over the submodel hierarchy
2) Add a counterpart to the `subobj_num` field so that a submodel can refer to its ship_info subsystem
3) Update `ship_model_replicate_submodels` to replicate all movable submodels, even the ones that aren't associated with subsystems
Fixes#3967
* Add view show status for HUD gauges in scripting
Many FSO mods use scripted HUD gauges, but previously the scripted HUD gauges were always forced to be on for the player, unlike retail gauges that can be toggled in the HUD Config screen. This PR allows scripters to view the show status of a HUD gauge, which is very useful for adding a check in the script to only show the gauge if a certain gauge is active. This is similar behavior to the getColor function, which allowed scripters to get the HUD Config colors of a given default gauge.
Tested and works as expected.
* appease clang
* Make a Big ol' Wall of Text which, hopefully, somebody might actually read.
* Address issue 3902 in plr.cpp
* Handle case when axis is not bound
* Appease Linus-X
* Make wall of text less wall-y
A few assorted fixes for timestamps:
1) The pre-player delay should be fast-forwarded by 1/4 second per frame regardless of time compression
2) If time compression is very slow, there could be a 0-millisecond change in timestamps, so don't adjust this
3) Properly handle a change in soundtrack that occurs during a mission, not just when the mission is parsed
This really only applies to DNS lookups, setting the preference to either
be for IPv4 or IPv6 addresses. This makes for a far less error prone
troubleshooting method than disabling one of them outright.
* Merge all three comm_order arrays
Were Comm_orders, Sexp_comm_orders, and Player_orders. Now all Player_orders.
* Fix Warnings
* Fix erroneous order warning
* Update Int3 into a warning
* Fix missing location for warning
If a breakpoint is hit in the code, the SDL time will keep running even though FSO doesn't realize things are effectively, if not actually, paused. Detect this situation and adjust the timestamp offset to compensate.
This is required for truetype fonts, otherwise it crashes during font
loading. It still wastes a good bit of memory however and will need
to be addressed with a more permanent solution in the future.
A standalone server can reset itself, which triggers game_level_close(),
before game_level_init() has been called. trails_level_close() didn't account
for not being inited first and would crash.
The file used by bmp_load()/bm_load_animation() is a hardcoded
interface image on standalone servers. If the value of dir_type
isn't ALL or INTERFACE then it can't find the image. For ship
textures this can cause primary weapon hits to not register on
the server.
By anchoring a dockpoint to a submodel, the dockpoint will move when the submodel moves. Historically this has been done by inspecting the path associated with a dockpoint, but this method will not work if there is no path or no rotation mode specified. Here is an alternate method that allows the submodel to be specified explicitly through a dockpoint property.
For a long time, bay door animations would not trigger if the player was arriving from the bay as the the only ship in the wing. This was fixed by adding a check for the player. This check uses the `Player_obj` to check if the ship is as player, which does not work on standalones since the `Player_obj` is always the Standalone Ship.
This PR changes the check to check if the flag `Player_ship` is set, which is a common strategy used to make these kinds of checks work on standalones.
Tests show the old behavior still works as expected.
Previously, the game used a dead-reckoning system for measuring time, where several time counters were incremented as long as time was running. This unfortunately has no way to synchronize time in the long term, and therefore in-game time will tend to run faster or slower than real time by a few percent, depending on various factors.
This PR redesigns the timestamp system to use the SDL time counter which will always keep it in sync with real time. However this necessarily involves a bit of clever handling when the game is paused and unpaused. It also revealed several minor bugs in several places in the code where timestamps were handled.
This PR is currently in draft status until the design can be updated to handle time compression. In all other respects it should be working.
The timestamp fix/cleanup in #3878 revealed a longstanding bug with music timestamps--the timestamps were never set to something valid later.
This is a widespread issue in the code, fortunately Goober is modifying the timestamp code to accommodate invalid timestamps.
Tested and works as expected. Fixes#3930.
* Split glow current brightness calculation into a new function for reuse and clarity
* Readability cleanup pass on model_render_get_point_activation
* created a new code path to add the lights for the player's ships' glowpoints without rendering their sprites.
* cleaning up unused args from new glowpoint functions
* cleanup redundant externs
* Documentation and naming pass
* Allow AI flag for bay orientation to account for parent `uvec`
The previously added flag `Fighterbay_arrivals_use_carrier_orient` (#3698) incorporated the parent ship's `rvec`, which greatly helped align emerging ships from fighter bays. In parent some ships though, emerging ships still showed a `uvec` that did not match the parent ship (such as FotG's Star Destroyer). This PR allows the `Fighterbay_arrivals_use_carrier_orient` flag to take parent `uvec` into account.
Note, that departing the mission into a bay already has code to ensure a `wheels-down` landing.
PR is tested and works as expected/fixes `uvec` issue.
* only set uvec as lazy option
Previously, multiplayer missions with wings with waves would incorrectly set the `net_signature` of ships in the initial wave. The code is supposed to only set the `net_signature` if it was past the initial wave. This is because original ships in the wave have their `net signature` set at mission parse.
This PR fixes that and has been confirmed to work via multiplayer tests.
* Move dynamic XSTR stuff out of controlsconfig.cpp and move it into controlsconfigcommon.cpp.
- Needed because these strings are used in places other than the controls menu.
* Add AI to Fix Negative Turret Ammo
Previously, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo.
This was because of the check `ammo[bank_to_fire] >= 0`, in `aiturret.cpp`. This PR adds an AI flag to have the turret only fire if the ammo is greater than 0 (`ammo[bank_to_fire] > 0`), as opposed to greater than or equal to 0.
Tested and the flag fix works as expected.
* feedback
* set to on for target 22
* Add C++11 std::any implementation
* Add basic moveable functionality
* Add rotation moveable
* Revise Segment Parsing Register
Because apparently, the linker and I disagree on which symbols should be discarded when linked into the final application...
* Fix small problems
* Address feedback
* Address feedback 2
Move the initialization of `used_weapons` to `weapon_init` since that's where it belongs. Also call `weapon_level_init` in the lab since investigation revealed a few other things that needed to be done there.
Multiplayer screens such as PXO lobby, chat boxes, and multi-game setup screens had hard coded values for the number of lines to display. These would only work correctly with the default .vf font01 from retail. If a mod or user used a TTF or other .vf font than text would spill over. This PR makes these values take into the account the font used.
Tested and works as expected with TTF fonts and the retail fonts. Marking as draft to see what others think.
It turns out the particle preloading fix revealed a long standing bug in the particle `pageIn()` function--it should be calling `bm_page_in_texture()` instead of `bm_page_in_aabitmap()`. It's been wrong the entire time and we didn't notice because of the frame bug, which was fixed in #3884. Without this fix, when it's preloaded it locks the image as 8-bit, when it force loads it's 24-bit. Tested and works as expected.
Fixes#3890.
Massive thanks to taylor for spotting this!
* Updates the AxisInverted hooks to use the new CC_bind. Currently assumes only Joy0, so this may need further tweaking or replacement
* * Add ability to claim up to 4 joysticks for player use, using the launcher (via registry or fs2_open.ini) or the new menu system
* Hack into existing control polling system to get the new primary/secondary binding schema to work. This should be reworked into a reverse-lookup system.
* Finally break the mouse loose from overlapping with Joystick binidngs
* Fix bug where joy button wouldn't register on search function
* Fix bug with mousewheel not always decaying as it should.
* Fix rebase conflict with selecting item during search mode
* Fix bug where mouse buttons were incorrectly labeled.
* Move some enums around
* Fix bug with joy axis labels being displayed as buttons.
* Fix possible bug where Other conflict axis wouldn't clear
* Updated default joystick axis text. A new strings.tbl will need to be supplied for localization support
* Deprecate nAxisInverted ADE functions and replace with AxisInverted(int, int, bool)
* Merge Axis mappings into Control_config
* More utility functions for CC_bind and CCB
* Adds another ADE function for inverting the axis action, instead of individual bindings
* Hacks to get plr file to compile. Currently slices out many of the new features like secondary axis and the mouse axis, and the additional joystick bindings (joy1, joy2, joy3)
* Fix bug with uncontrollable spin (slopily)
* Fix some warnings
* Add flags for Hats and Balls for future implementation
* Fix bug where inverting an axis would trigger an assert
* Fix bug where joy wasn't detected as present
* Most axis actions should be relative, instead of absolute
* Hopefully optimize joy_get_unscaled_reading
* Properly break out of double-for search function for search and bind modes in config menu
* Refactor control_get_axes_readings to provide more consistent behavior
* Use JOY_REL_THROTTLE instead of Action::REL_THROTTLE when indexing into Control_config
* Bank axis has a default binding, Throttle does not.
* Fix bug where conflicts weren't being detected.
Fix bug where default presets weren't being detectd
* Elegantly break out of double fors with goto.
Fix bug with bind mode not detecting axis
* Save new binding scheme to playerfile
* Add cid_assign() to standardize cid assignment with shorts
* Add write and read handlers for int8_t
* Remove saving controls to csg. This will be replaced by presets.
* Fix bug with reading pilotfile
* Use "Joy-n" instead of "joystick n" to match default identifiers in config menu
* Fix bug with CC_TYPE_TRIGGER controls always marked as used, if not bound with a key.
Fix bug with Joy-0 btn 1 triggering multiple controls that are not bound to it.
* Improve readibility of the joy info output to log
* Message when a joystick connects and using legacy system.
* Fix bug where system joystick 0 was mapped in pJoystick that should've been nullptr
* Fix bug where *not* having a joystick will cause bind mode in the config menu to immediately cancel.
* Add reverse lookup functions for actions. mActionToVal[] does string -> int, mValToAction() does int -> string
* Add the foundation for writing the presets files.
* Adds a bunch of reverse lookup functions to get the stringified version of various enums, etc.
* presets.h and presets.cpp are in something of a barebones at this point
* Add new subdir for preset files 'player/presets'
* add utility for finding the distance of a bitfield/bitmask. Used to translate mouse button masks into mouse button id's
* Write PresetFileHandler as standalone, instead of a subclass. Still mostly a copy of JSONFileHandler
* Make functions to map and reverse-map the bindings for use with the preset files and ultimately the ControlConfigDefaults.tbl as well
* Check presets from file to see if they are duplicate with an existing preset.
* Check for uniqueness of presets fron controlconfigdefaults.tbl before adding them, and warn the user if there are duplicates.
* Rename the test functions into proper load/save.
* save function has some standard checks
* load function is called on init
* make finding duplicates its own function outside of the preset label rendering function
* Initial draft of saving presets in-game
* Fix bug where all loaded presets were thought to be duplicate of defaults.
* Fix bug where preset cycling would get stuck on the first preset other than default
* Fix bug where saving a mouse button saves the wrong textified string.
* Prevent preset names from being too long.
* Crash still occurs if the name is too long, as if set outside of FSO
* Workaround text running off the popups in 640x480. Doesn't look as nice, sadly
* CSG's now track preset names instead of containing bindings
* remake control_config_reset_defaults() into control_config_use_preset()
* provide a function to get the currently selected preset.
* Do PLR backward compatibility, hopefully.
* PLR now tracks presets instead of saving the bindings.
* On Loading pre PLR3 or CSG6 data, create a new preset.
* Strip off file extension before saving preset files. Jason.json.json just looks dumb
* Add "-joy_info" commandline option. Will output SDL joystick info of all detected joysticks to stdout
* Fix non-standard behavior with registry_read_string().
* Returning NULL instead of the default value, or an empty string, will trigger an access violation with SCP_string and other string copy functions.
* Modify io::joystick::init() to take an optional param, no_register, to use with -joy_info
* Address CI complaints
* Address CI issues 2.
* Supress preset duplicate warning if in unit tests.
* Address scripting unittest failure due to incorrect argument type. (Ints don't technically exist in LUA)
* Use Mouse enums instead of Joy enums or magic numbers
* More signed/unsigned madness
* Address CI issues 3
* Address gcc-5 issues. (No auto in lambdas)
* Fix bug with bit_distance()
* Address gcc-5 issues 2
* Address clang issues
* Address clang-tidy issues
* Address clang-tidy issues in undosys. May need to be cherry picked to Controls2.
* Address clang-tidy issues
* Improve logic of preset name prompt.
* Fix bug with selected presets not being saved
* No, a cstr is not a std::string.
* Can't use i there because its already defined.
* Fix bug where CSG's wouldn't save selected preset
* Fix bug where presets wouldn't be loaded correctly from player files
* Fix bug where loaded preset files would not update the preset cycle position correctly
* Some QoL changes for the preset name prompt
* Address Appveyor issues.
* Add forward compatibility for player file. This is required because currently any "missing" data in the pilotfile will trigger an Error, and crash FSO.
* Fix bug where mouse X axis was unusable.
Apparently stating that MOUSE_Z_AXIS IS MOUSE_Z_AXIS doesn't get the point across.
* Address CI issues.
* Address CI issues.
* sel default assigned to -1
* static_cast enum to an int
* Assimilate -joy_info int -get_flags, replacing the existing method that launchers use to get joystick information.
* Add '\n' to PST log messages.
* Change logic of checking joystick .ini keys: Should the multi-joy key not be found, try legacy joy key.
* Add some more missing '\n' to mprintf messages.
* Notify the player when converting to the new multi-joy system. (Using ReleaseWarning for now...)
* Warn the player if a preset defined in their .PLR could not be found.
* Actually disable control items without a valid tab, instead of relying on the fact that they're disabled by default.
* Add CC_preset::is_duplicate_of() method to make checking for preset uniqueness less of a brain teaser.
* Doxy the first_override param of control_config_common_read_section
* Adds the os::dialogs::Information() method, which displays an information-only dialog in similar format to Warning and Error dialogs. Does not throw Warning nor Error exceptions
* load_player now uses os::dialogs::Information() instead of ::ReleaseWarning, thus not halting unit tests.
* Breaks retail localization support for Joystick and Mice labels - This is because the new multi-joy axis end up very confusing "Joy-0 Joystick/Mouse X Axis"
* Renames Joy_axis_text to Axis_text, intended to be used both by joysticks and the mouse.
* Moves mouse axis and button labels into an array to ease future XSTR support
* Adds asserts to ensure indices are within the array sizes of label arrays
* Adds XSTR indices for Axis labels, mouse buttons, and mouse wheels.
* Seperates conflict check comparisons from equality comparisons.
* Conflict checks can ignore certain combinations of CC_bind::flag's; i.e. an Axis bound to a different control but is inverted or relative will still cause a conflict with another control that has the same axis
* Equality comparisons is exact equality, allowing presets to check if binds have the same binding and flag configurations.
* More UI string changes and localization
* Tweaks positioning of top button labels in CC menu
* Adds the following XSTR's:
1659 "Preset: %s"
1660 "Preset: custom"
1661 "Next Preset"
* Fix bug where mouse axis turned into mouse button when inverting control by its control name.
* Fix bug with the new conflict checking subroutine not working with non-axis controls
* Address CI issues.
* Don't trigger modal popups while in unit tests.
* Address clang tidy issues
* use nullptr
* be consistent with conditional style
* use booleans to stuff debug states, methods with just Assertions in it will trigger a false positive on clang tidy
* use string::empty() instead of checking for "".
* Remove dead code of -joy_info. Functionality has been merged with -get_flags
* Address clang-tidy [readability-simplify-boolean-expr]
--z64 says "I don't like it!"
* fix axis check
* Implement revised axis action virtvars for scripting. Also protect against a control mismatch in the CSG file due to a script-inverted control
* Encapsulate CC_bind properly
* Add mouse and joystick cid's to AxisInverted description
* Update translate_key() and its user to correctly translate multijoy bindings for training messages.
* Prompt user trying to escape from config menu when they have changes.
* Remove dead function.
* Fix crash during training missions due to key translation that would overflow internal buffer.
* Went back with cstring as return value instead of SCP string, because caller would need a significant refactor
* Update doxy of the textify functions
* Unify textify_scancode() and textify_scancode_universal() to ensure common code path.
* Add "Multijoy" entry to json caps. (For Knossos)
* Make CI happy.
* Remove unused lambda captures.
* Instead of overwrite during plr2 => plr3 conversion, try to use the existing preset file.
* Fix conditional for checking if file exists within presets::save_preset_file()
* Revert Majority of PR#3739
* PLR and CSG versions are incremented past versions set by 3739
* Forward compatibility feature of #3739 (Only save sexp containers into the CSG if they are used) is removed
* Remove forward compatibilty of PLR file when going in between pre- and post-Controls5 FSO versions
* Add missing startSection() and endSection() for csg_write_controls()
* Fix clang-tidy error #1
* Fix clang-tidy error #2
* fix clandy tidy error #1 part 2/2
* Fix clang tidy error 3
Co-authored-by: Goober5000 <[email protected]>
Co-authored-by: Tyler Blount <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
Co-authored-by: BMagnu <[email protected]>
In FS2, the HUD will automatically target the first turret on any BIG or HUGE ship. In FS1, this did not happen. This adds a flag to disable the new behavior.
The change is needed because the scan view cone is significantly constrained when any turrets or subsystems are targeted. This makes Playing Judas quite a bit more difficult than it was designed to be.
Modify bm_load() so that it will only search in intended paths,
improving performance of both fast and slow loading of image
files. Now matches behavior of the other bm_load_*() functions.
By default cf_find_file_location*() will always hit the filesystem
for certain paths. The flag for this was not reset between different
paths so it ended up always hitting the filesystem.
Previously the `bm_page_in_aabitmap` call in `ParticleProperties::pageIn()` used -1 as the number of frames. It seemed particles with more than 1 frame still worked correctly, but likely prevent preloading of particles. This PR fixes that to use the actual number of frames.
* Change animation turret canonicalization to now correctly calculate the closest natual turret positon
* Add angle error to vm function for convenience
* Div by Zero safety for non IEEE compliant systems
* Incorporate style changes
Some SEXP errors, although they indicate real problems, will not prevent the mission from running. Add these as exceptions. Implemented per requests from users of Blue Planet and Solaris.
The cfilesystem cleanup PR (3734) failed to take pathtype extension
filtering into account when indexing loose files. This adds back that
functionality to prevent extra/unknown files from being indexed.
Fixes#3863
Awacs team arrays only need to be initialized once but were
expanded by Iff_info.size() every second of a mission and never
cleared.
(Also includes cleanup)
* improve handling of PXO lobby banners:
- add custom banners support for mods
- remove broken banner randomization code (from retail)
- remove banner hover outline if it's not really clickable
- randomly choose a new banner over time if user is in lobby long enough
* Switch Multimsg to use netsig for animations
* Unique-ify animation ID's
* Clang Tidy
* Implement first suggestions
* Implement suggestions 2
* Add get model instance safeguard
One of my XSTR and localization fixes from last year did not account for the presence of custom languages. This PR uses the correct threshold and also adds a warning in case some mod really wants to define more than 6 additional languages.
1) Sync formatting of each place SEXP errors are reported
2) Add error location (event or goal) if possible when mission is loaded
Note that the two FRED error dialogs already indicate the event or goal.
Previous code allocated 4x bsp_data_size for alignment, whether it was
needed or not. Now it should allocate slightly more than 2x and only if
alignment is required.
By default, new pilots have `Model` and `Nebula` detail only set to 4/5 (all others are on 5/5). Furthermore, clicking `Very High` on the model presets options still does not increase the `Model` or `Nebula` detail, as they remain at 4/5. This occurs with making a new pilot in retail, along with making new pilots in mods with a game settings default detail level of `Ultra`.
Simply changing the default values in the code for `Model` and `Nebula` detail to match the other detail levels is the easiest and cleanest solution IMO. I would be happy to alter this though to use a game settings table flag instead, if that is preferred.
Tested and works as expected.
Fixes bug in the old dynamic cf_get_file_list() introduced by the
3734 PR. That PR used SDL_strlcpy() to copy the filename which
always null terminates the string, but was only given the length
of the string itself as the available space, so the last character
was removed.
The game setting table allows modders to set the default noise levels for new pilots, but the game did not actually use the values set in mod table. This PR fixes that and adds safety range checks, too. Tested and works as expected.
* New configuration table for HDR tonemapping and related data.
* lighting profiles conslidation and cleanup
* Appease CI
* Lighting profiles parser now parses all tonemapping options
* simplified light profile parsing logic further
* Refrences for tonemapping functions added
* cleaned unused function definition
* Extra documentation for lighting tables
* Fixed lighting profile value label error
* Converted current_piecewise_values to const reference
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)
* version1 of 'head-on'lasers
* version 2 of head on lasers
* better handling of radius/length
* more adjustments and manual switchover angle
* add switchover rate and glow head on
* bugfix
* allow for instant switchover
* clean up and documentation for PRing
* misc fixes
* more fixes
* more fixes
a) add a new method gamesnd_game_sound_exists
b) add script support for this new method
c) use this method when checking for existence of ballistic rearming sounds
d) prevent "empty" and "none" sounds from triggering warnings
Some instances of the ship syntax checker will check other nodes in the sexp tree. In those cases, make sure to accommodate special-arg nodes.
This also merges syntax checking for goal/event names and docker/dockee points since they are highly similar.
Fixes#3758.
Improves syntax checking in two ways...
1) Properly checks each sibling of a special argument, rather than skipping the whole list even if just one is a special argument
2) Throws a syntax error if a special argument is found without an argument operator higher in the sexp tree, which fixes#3740
- simplify OS specific code
- make sure loose files are always sorted the same regardless of OS or filesystem
- reduce differing behavior in cf_get_file_list*() variants
- refactor case-sensitive directory handling to work everywhere it's needed
* Scale distant combat related effects so they stay visible
- Effects scaled so that they always maintain a minimum pixel size
- Supports lasers, beams, all trails, muzzle flashes, and thrusters
- Disabled by default, but can be configured through the game_settings.tbl
* Added comments clarifying when min pixel size scaling happens.
* Convert some NULLs to nullptr to make CLANG happy
1) When syntax checking for hud gauges, be sure to check all gauges available because the default ship may not be the ship chosen in the player loadout.
2) Add a warning to every hud gauge check if the gauge isn't found.
3) Don't report syntax errors for hud gauges in FSO, only FRED; because every place that use a gauge will fail gracefully.
The Rotators_locked flag was created specifically as a lab option that didn't affect animations or intrinsic rotations, so return it to that scope. Also rename it to clarify that it applies to subsystems and to be future-proof for submodel translation.
* 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 moves submodel rotation out of the AI pipeline and into object movement. With the exception of turret rotation (which remains in the AI code) this now allows all types of submodel rotation to happen in the same place. Many associated functions have also been cleaned up.
In addition to making the code cleaner and clearer, this will make it much easier for intrinsic rotations and new animations to be applied to non-ship objects, such as weapons.
* Add Per-Ship Class Wingmen Status Dot
This PR adds a ship info value `$Wingmen Gauge Dot Override:`, which allows modders to set wingmen status dots on a per-ship class basis. If no animation is specified then the default dot animation specified in the HUD table wingmen gauge is used.
Both EatThePath and Darius stated this feature would be useful, and it will also be useful for FotG.
Tested and works as expected, including on winged ships present at mission start and delayed winged ships.
* Adds the getColor() function to the Graphics lua library, allowing users to check what color is active for 2D drawing.
* Adds the getColor() function to the Graphics lua library, allowing users to check what color is active for 2D drawing.
* Add New Options to Wingmen Gauge
This PR adds two new options for modders to use in the HUD table for the wingmen gauge:
1) `Use Full Wing Names:` which draws the full wing name and does not alter the capitalization.
2) `Use Expanded Colors:` which use red, yellow, or green color to designate wingmen health (green 1.0 to > 2/3, yellow 2/3 to > 1/3, and red <= 1/3.
Also adds the bright red option to dead wingmen, which seems like it was missing before(?).
Tested and everything works as expected.
* correct string copy length
* fix out of scope case variable
* Basic per-render-model + per-ship tools
* Tidy up settable transparency for standalone use
* Force Alpha Premultiplied on external Alphamult
* Fix sexp description.
* Adds the angle parameter to gr.DrawRectangle, allowing scripters to draw arbitrarily rotated rectangles.
* Revert "Adds the angle parameter to gr.DrawRectangle, allowing scripters to draw arbitrarily rotated rectangles."
This reverts commit b1a0480f32.
* Adds the angle parameter to gr.DrawRectangle, allowing scripters to draw arbitrarily rotated rectangles.
* fix wrong vertex position for unfilled rotated rectangles
* Adds a @param entry to gr_rect explaining the angle parameter.
* Attempt to fix operations with int to float conversions.
* Fix parameters in documentation string
* Change NULL to nullptr to satisfy modern coding standards
* Trying to make code a bit cleaner
When a ship is killed via scripting, the killer should be credited for the kill in the mission log and the correct hull percentage should be used. Also, the script should work with either the ship or its weapon passed as the killer parameter.
* Deleted a line that blanked target_num on homing weapons but still let them home
* This whole block of code about missiles missing turns out to be a logical dead end anyway, ripped it out by the roots.
Explicitly check whether the mission has been saved, because the automatic check doesn't provide a way to detect that it has been cancelled.
Fixes#3654.
If a wing has a hash symbol, it needs to match the squadron status gauge for the equivalent name without the hash. This could happen for in-mission jumps or cases where a wing leaves and comes back.
Also remove an obsolete function.
The mission-set-nebula sexp never initialized the nebula range, which is usually done in the background editor. This PR allows the range to be specified, and sets it to 3000 (the same default as in the background editor) if not specified.
Fixes#3619.
The old XSTR parsing code was a bit of a mess and did not even properly enforce its format. These new routines enforce the actual XSTR format and warn when it is malformed, which is helpful for catching table errors as early as possible. This fixes#3627 and also catches mismatched quotes and other common XSTR errors. No more wondering why comments are being mysteriously parsed instead of ignored!
1) Make sure the `PM_FLAG_HAS_INTRINSIC_ROTATE` flag is only set after submodels pass validation and checking
2) Maintain compatibility with old models that used `$look_at` with the submodel number instead of name
1) Several AI profiles options were getting reset on every iteration through the loop. They should only be reset when the profile is initially created.
2) Keeping track of AI hits on the player ship was added by Sushi in 9246a2f74d and needs to be guarded by a flag. This flag has been enabled for mods that set the required FSO version.
Partial revert of Mantis #2053:
http://scp.indiegames.us/mantis/view.php?id=2053
The patch was speculative and there was never a confirmed bug. By contrast, there are plenty of existing missions that use Unknown as a ship, wing, or jump node name and work just fine.
Inspired by #3584, this properly saves and restores any number of nebula poofs handled by the game. FRED will only display checkboxes for the first six, since it still uses the static UI, but everything else is handled behind the scenes.
PR #3064 inadvertently caused all goals to display Time To: Unknown, even though time was only supplied for docking and waypoints. This restores the original behavior where the Time To: line simply wasn't displayed.
When an empty string is encountered in the weapon list, it's valid, but the -1 should actually be stored, not skipped.
This bug was preventing ship weapons from being explicitly set to None.
This function has to be called on game/FRED/qtFRED start, and does nothing once it is called. So there is no reason for it to be hear on mission close.
If the loop mission and the next mission are the same, then don't show the campaign loop screen. This prevents the campaign from getting into a campaign loop state if it shouldn't, and also allows campaign loops to be conditionally accessible.
* Remove Buggy Function and Let Debris end natrually
Removes this retail function that was actually perpetually postponing the death of debris at long distances instead of removing them. Debris lifetime is suitably short for the small, non-hull pieces (only a few seconds), while large pieces are supposed to be permanent. It also culls based on player position, which is not the correct approach, since the camera can be free from the player ship.
* Remove Vestigial Variables
These variables are no longer checked for anything now that we allow debris to go through its lifetime.
Certain characters (especially the semicolon) couldn't be used in SEXP help. By using the same character replacement as in briefings and messages, now they can.
* refactor hud escort list to be less crazy
- don't keep rebuilding list
- add and remove ships more efficiently
- better handling of player ships in multi (fixes#1674)
* fix sorting issues
- incomplete priority sort
- reversed alpha sort
* fix additional sorting issue
* improve safety check in list sort function
* add safety checks to hud_add_ship_to_escort()
this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously
* remove entries properly in hud_add_remove_ship_escort()
Checks whether the game is running in the specified language. Since the fiction viewer doesn't use XSTR-style localization, this SEXP can be used to display different stages for different languages.
* support opening of web urls on PXO screens
(copied out of icculus.org version)
* add delay before allowing more clicks on links
* fix clang-tidy issues
This adds two new enums to persistent sounds which can be utilized by scripts.
1. OS_PLAY_ON_PLAYER, which allows persistent sounds to play on the player's ship.
2. OS_LOOPING_DISABLED, which allows the scripter to set the sound to play once and not have to then call `removeSound` later. Very handy for playing an assigned sound once with one line.
Tested and everything works as expected.
This adds `EnumAND` and `EnumOR` which will return new enums based on the specified operations. These are handy for enums that correspond to bit fields, such as those used for object persistent sounds.
Bug #3471 occurs because the game only keeps a translation table for the current language. Since the mission list needs to compare untranslated strings against English strings, this adds a duplicate table for English. However, it only keeps strings that are NAME_LENGTH or less, because the comparison only needs to be run against mission names.ssss
Fixes#3471.
With several upcoming POF format enhancements (byte alignment, external weapon rotation, submodel translation) it makes sense to warn users if they happen to load an unsupported POF file.
The assumed location of a ship's "EngineSnd" is at its rearmost extent, which is fine for ships with engines, but not suitable for stationary objects such as space stations and comm nodes. If the ship doesn't have an "engine" subsystem, place the persistent sound in the center.
* wip
* basics are working
* turret case is handled
* better fighter beam handling
* missing commit?
* handle missile spawn
* clean up, commenting and ssb handling
* random in sphere and per burst rot counts for "share random" flag
* clean up, clarity and comments
* accidental whitespace changes
* bugfix
* NULL -> nullptr
* more efficiency/clarity
* review tweaks and bugfixes
Changes the `current_frame` checks in generic.cpp so that the last frame can actually be reached (allows the mainhall code to tell the misc animation has finished), and adds a `generic_anim_reset()` function that gets called instead of manually setting `current_frame` and `anim_time` to 0. This should fix#3399.
Here's a bug that's been around ever since version 3.6. If the subsystem names were not essentially the same, the function wouldn't do the expected string comparison.
If a weapon has "inherit parent target" but not "child", a Warning will be generated. However, there is no dependency between the two flags; the weapon will function as the modder presumably expects. The Warning even seems to indicate this, by saying "No changes in behavior will occur" (as opposed to other similar warnings, which generally indicate that a flag will be ignored). Since the situation being warned about does not actually cause any issues, the Warning is entirely superfluous. As such, I've removed it outright.
The script-eval SEXP evaluates all arguments as individual script commands, which is not ideal because most FREDders expect the arguments to be concatenated. Since the script-eval-block SEXP handles its arguments this way, it makes sense to hide the script-eval SEXP in FRED to prevent confusion.
Commit 6c2ebab01c (#3439) added a `max_line_length` argument to `split_str()`, but one call had the extra argument added in the wrong spot, and so a previously-pointless-but-harmless `ignored_char` of 0 became a `max_line_length` of 0, resulting (ultimately) in an exception in the unicode code when the iterator tried to decrement at the beginning of a ship's description. This gets rid of the argument entirely, rather than reordering them, because ignoring null characters doesn't really do anything anyway.
I've also added `Assertion`s to check `max_line_length` that should prevent this specific problem from occurring again in the future.
* Validate user-provided values passed to Random::next()
* return low value on invalid range
* call LuaError() instead of Warning() in rand32() script function
* Added a byte limit for line length in split function
* Fix call error
* Ádd missing limits import
* Change hardcoded values into defines
* Cleanup default argument
The shadows distances were tuned/added by swifty with the following logic:
`// these cascade distances are a result of some arbitrary tuning to give a good balance of quality and banding.`
Mods, especially TCs, may have very different sized ships compared to FS, and as such desire more precise control over shadow cascade distances.
This PR exposes those values with settings in the `game_settings.tbl`.
PR is tested and works as expected.
This properly handles variable additions by calling the replace-variable code on the new variable node immediately after the variable is added. It's a bolted-on hack but it's the simplest way to fix the issue. A better fix would be to completely redesign the way the sexp tree handles variables (and everything, really) but that would be a major undertaking.
Fixes#3298.
* add new popup type to handle mission/table validation
* fix error handling when popup gets canceled
* use bool and get rid of Int3()
* use proper Game_mode check to test for standalone
* Prevent Crashes from Weapons being deleted during the collision process
This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.
* Remove Problematic Assertions and INT3's
Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.
* Simplify Code with a good suggestion
Co-authored-by: Asteroth <[email protected]>
Co-authored-by: Asteroth <[email protected]>
which contain additional undisplayed data. For
example the initialShips/initialWeapons lists,
which refer to the internal indices of player
ships/weapons.
* fix variable replacement in briefings/debriefings
* remove unused local variables
* multi server-side cleanup
* add client-side text replacement in multi
If the `for-players` collection has no valid arguments, don't short-circuit, just to be on the safe side.
Don't short-circuit at all for the `for-ship-*` sexps, because ships can arrive and depart.
#3271 changed the logic of `stuff_token_list()` in such a way that the supplied index being used to access an array was no longer skipped if it was invalid; naturally, this means that this warning was now being inevitably followed up by an out-of-bounds array access. Adding a `!skip_this_entry` check should hopefully fix the problem while still allowing the loadout count parsing code below it to run, which was presumably the reason the `continue` statement was replaced with the `skip_this_entry` variable in the first place. Fixes#3405.
While there's code to avoid accessing the parent object of a parentless beam, there's no equivalent code to avoid accessing the parent object of a parentless weapon. This fixes this inconsistency.
To be more user-friendly, and to accommodate buggy retail missions, make the one-argument version of `is-ship-visible` default to the first player in multiplayer mode.. Also, change the warning to an mprintf.
Could be because of variable overflows or from `thistime` somehow being much smaller than `lasttime`.
Hard to find the root cause, but manually setting the memory to bad values will no longer cause the freezing with this patch.
If the client tries to respawn a player when the server is trying to end the game it will lead to a crash on the client side. This sets the client's game to the correct state when an end game packet is received and adds extra checks before respawning.
There were a few assertions in the SEXP code that would trip if an invalid variable name were specified in a SEXP, but nothing that actually stopped a Release build from performing an out-of-bounds array access if someone made a typo in notepad. Since, as far as I could tell, everything should go through `get_sexp_text_for_variable()` first, I changed its `Assert()` into an `Error()` that should hopefully ensure that we avoid ever doing anything with `Sexp_variables[-1]`.
- detect server connection error messages before blindly
moving to user login (crash fix)
- detect read errors and fail accordingly (crash fix)
- allow server disconnect to run even if we aren't connected (cleanup & reset)
* Allow Fred to Edit and Allow Command briefs in FRED
They are currently allowed in the game, but not being allowed in Fred was an oversight of mine.
* Allow Command brief saving in qtFRED
This moves the ## to # escape sequence logic from `mission_process_alt_types` to its own function where it can be used elsewhere (such as for ship class and weapon class display names that need to do the same thing). Also, this introduces a !! escape sequence for exclamation points that is needed for exclamation points to be used in scripts, as @naomimyselfandi pointed out.
So #3007 is a larger bug than just trying to access the player's target. The real problem is that the game state is not changed from `GS_STATE_GAME_PLAY` during the mission load when restarting the mission. So the script thinks it's in the mission, tries to access the target and then crashes. But this won't be the only bug. Any script that tries to access data on Frame will run into possible problems on mission restart.
Instead of saving based on the m_cur_msg index, which may have been reset to -1, save on the most recent positive index. This should keep track of modified text and dropdowns even when m_cur_msg is set to -1 when the message list loses focus.
Fixes#3308.
I don't know when this was introduced but the bug is extremely obvious once someone hit the crash. It should just be using the timestamp that the packet was received, not trying to put that timestamp into a vector whose index is server frame numbers.
Most guages in hud_guages.tbl will display a Warning if they can't be loaded, but the reticle is an exception - it only prints a log statement. This PR changes it to be consistent with the rest of the HUD gauges.
Fixes#3090.
The "No XSTR entry in strings.tbl for index %d" message was previously printed to the log every time the string was accessed, which for commonly-used strings will clutter up the log. This makes the message only appear once per missing index.
Previously `no impact debris` flag was only an option for use on subsystems. This PR adds that flag for the entire ship. It also turns off the impact spew of debris for all subsystems if enabled on the ship.
Previously, the velocity could be off by up to 1 m/s. This gives that packing function one more byte to work with, so that we have a lot more accuracy to work with.
* Cmdline parsing for `-pilot "<name>"`
Add cmdline parameter `-pilot` with required
argument name and export name as global var
`Cmdline_pilot`.
* Expose to scripting `isAutoselect`
Setting `-pilot` flag sets `ui.isAutoselect()` true
(as does `-benchmark_mode`).
* Skip pilot selection
and call `player_finish_select` with the given
player instead.
* More useful error message on pilot load error
Also display callsign
* Add pilot name as scripting variable
* Don't expose pilot flag to launchers
* make stored flag param `const`
Follow-up to #3305. Some mods may want one or two missions to start in chase view without having every single mission default to chase view. So this adds a mission flag (with FRED and qtFRED support) that will enable this on a per-mission basis.
* Allow Text to show failure on Clients
Function was accidentally returning false before sending an update on failure.
* Play directive sounds for clients
This adds a short client version of the function that initiates the directive completion sound.
* forgot to remove a failed experiment
* Limit instances of Client Collisions to Avoid Instant Death
* Set timestamps correctly (take 2)
* Handle server check the same everywhere
* Clearer Logic Here
When various SEXP functions related to ammo were consolidated back in June (in commit 54409ec928), certain safety catches meant to avoid having too much ammo or the wrong ammo capacity after changing weapons were lost. This commit adds code that should be functionally equivalent.
LZ4 moved to lib folder and added cmakelists.
Added several position check to match cfilearchive ones for compressed files.
Changed header check to int.
Moved the compression functions to separated files, added dynamic blocksize support for LZ4 and a decoder buffer to make sure every block is only read from file and decoded only once.
I just dumped everything into cfilearchive to avoid a fight with the includes that i cant win for now.
It dosent work, DDS utils complains about DDS filecode.
Consolidate all the functions which parse lists of data. They're almost the same except for the data itself, so use templates.
As for the templated function which handles the list, boost the robustness by adding additional checking and error messages.
This correctly calculates the turret position from the center (zero position) of its submodel instead of using the offset from the main model.
This patches a few more parts of the code and also adds a missing locale argument.
While skimming the differencs in jg18's branch of PR #3253...
https://github.com/jg18/fs2open.github.com/tree/feature/sexp-containers-revised
...I noticed a TODO that is almost certainly a genuine bugfix. As such, it deserves its own PR. The line in question was last modified in 2012 by karajorma, and the bugfix should test for the special-arg in the entire actions tree rather than just the first action.
1) The ship-vanish SEXP (and script function) was already multiplayer-ready
2) The is-ship-visible SEXP was enhanced to add a second argument, which defaults to the player's ship in single-player mode
This works around a compiler bug present in most older versions of MSVC
where it absolutely wanted to use a deleted copy constructor even if a
move constructor was available.
This just moves the relevant code into the default constructor.
With modular tables, we might have modified an entry in the middle of the vector, in which case the next index would be an existing main hall. If the next modular table then created a brand new main hall, it would overwrite that entry. This makes sure the code always assumes the next main hall will come at the end of the list.
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.
* Clean Up ai_attack_object()
There was an unused parameter, and no one has added subsystem targeting (at least to this function) in the past 20 years, so it's time to remove it and make it more readable. Probably better to adjust that behavior somewhere else anyway.
Also changes an Int3() into
* More Int3 cleaning
Refactor a few Int3()'s in the AI code
* Feedback on is_ignore_object_sub
* Feedback, remove duplicate check, add documentation to preserve why it was there
Looking throughthe code, it appears that
sound volumes are typically set when calling
the "play" function for in-engine uses of sounds.
No default values were, in fact, set explicitly at
creation, so they were initialized to 0.0f.
Scripting documentation, however, refers to
default volumes per type where no volume is
passed. New engine functionality should also
be able to rely on this.
I'm setting sane values found in other
parts of the sound system at stream creation,
to be used or overwritten later.
This is a parser for a very simple language to allow for execution of
dynamic expressions with return values for use as action parameters. The
only "dynamic" part this currently supports are random ranges but more
features are planned for the future.
This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
For some reason the last update of the PR pipeline did not update the
other workflows as well so we had some minor inconsistencies.
This should hopefully fix the nightly build issues for real this time.
Docker Hub is going into a weird direction with their rate limits and
the GitHub Container Registry is better in that regard.
Old images will stay in Docker Hub for the time being though.
This is a follow-up to #2687. The final implementation of evaluateNumericSEXP different from the testing implementation in a small but crucial way that prevented it from actually working. Since it used `eval_num`, it didn't evaluate the specified SEXP node but rather the CAR (first element) of the node list. This fixes that by putting the node in a temporary SEXP list so that `eval_num` will look in the right place.
FFmpegContext can now also hold a cursor over a vector of bytes instead of a cfile to store sound data in it.
Appropriate creation, reading seeking functions included.
This refactors the tolower/toupper code to use standards-conformant logic, and also adds some helpful utility functions. Regular tolower/toupper must be supplied a value that can be represented as `unsigned char`, but the std:: functions are a bit more robust.
This changes FRED to properly initialize a model instance on ship creation and also use that instance when rendering the ship. This prevents destroyed submodels from appearing. Fixes#3212.
The defensive coding in #3191 against illegal cut/delete operations was a little too defensive. This properly allows deletion of events when necessary, and it still guards against a Cut operation being improperly called due to a shortcut key press.
Fixes#3216.
Restores the MFC functions that were taken out in #3073. These functions appeared redundant, but they were actually necessary to intercept the MFC handling of Enter and Escape. In addition to fixing that behavior, this PR also adds some clarifying comments and renames some functions to prevent confusion.
Implements send-message-chain as described in issue #3185. Also fixes the default argument for message priority, and mirrors the default argument fix to qtFRED.
This is a follow-up to #2390. Retail used a weird hybrid approach where internal strings were translated but external strings were not. This restores that behavior by adding another language, LCL_RETAIL_HYBRID, which is the default. The game can still be run in completely untranslated or completely translated mode.
All three modes have been tested and translate strings, or not, as expected. The `$Use tabled strings for the default language:` flag has also been tested and still works.
Multipart turrets that have no rotation specified in PCS don't have `movement_type` assigned properly within `modelread.cpp`, which eventually leads to a fatal crash. This two line fixe properly specifies the `movement_type` and fixes the crash. Tested and confirmed. Thanks to @Goober5000 for the assistance and troubleshooting.
This PR provides modders with additional options to alter countermeasure values. Previously, countermeasures had a fixed, hardcoded fire wait time of 333 milliseconds, regardless of what `$Fire Wait:` was specified. Also, the AI would wait a fixed delay between firing of failed countermeasure launches and successful countermeasure launches. For successful launches the AI would double the fire wait. Also, Friendly ships would only use a fixed constant value for countermeasure firing chance, and not the value based on their class specific AI profile.
This PR exposes those values with the following options:
• Add main AI table flag: `Friendly Ships Use AI Profile Countermeasures Firing Chance`. This will allow Friendly ships to use their AI class profile countermeasure firing chance instead of the default fixed value from main AI table.
• Add value in CM section of weapons table: Countermeasures use fire wait time `+Use Fire Wait`. This is a boolean that allows the countermeasure’s fire wait to actually use what is specified in the `$Fire Wait:` section of that weapon.
• Add value in CM section weapons table: `+Fail Delay Equals Fire Wait`. The delay between failed countermeasure launches is set to use the fire wait value.
• Add value in CM section weapons table: `+Successful Launch Delay Multiplier`. This allows modders to set the value that is multiplied to fire wait for successful countermeasure launches.
This flag is vestigal. It was likely used in the FS1 codebase and then was not removed by the rushed FS2 multi team. Whether or not an object uses physics_sim is determined earlier in `multi_oo_is_interp_object()`
As astuetly determined by @Baezon `the speed differential for retail cap ships is caused by 'ships with no shields can manage ETS', being part of the bugfixes with target version`. This PR adds two flags per Discord suggestion, one for all ships and one for only small ships.
This PR re-implements the look_at feature, which has been broken for many years. A look-at rotation is a type of intrinsic_rotation, just like dumb-rotations. The same code handles both; the only difference is whether submodel_rotate or submodel_look_at is called to apply the actual movement.
The previous look_at parsing code has been optimized by performing the name-to-submodel resolution when the model is actually parsed, instead of when the first look-at rotation is called. This avoids the need to store a name in the submodel struct and also avoids cluttering the look_at function.
This PR is essentially bookkeeping, except for the submodel_look_at method. This method takes advantage of the submodel rotation upgrade and calculates angles in almost the same way as the new turret rotation code. It's much more elegant, much less hackish, and works for all detail levels.
Controls 0, 1, and 2 - Vectorize Controls_config, Refactor Control Presets, and Use Undosys for undo/redo actions done in the Controls configuration menu.
* Remove errant Assert()
* Drop leading whitespace of preset $Name field
* Fix do_reset behavior due to incorrect default binding check. Fix is possibly a backport.
* When $Text is specified for a bind item, set the XStr index to 0.
Add FRED comments. These aren't the typical source-code style comments that are embedded in mission or table files; these are regular strings that are stored as mission data. You might think of them as annotations. Right-click on any node in the event tree and click on Edit Comment to add one. The tree node will then show a different icon and the comment will be visible as a tooltip when you mouse over the node text.
The tech room loop checked that all the lines could fit in the available screen real estate, but it didn't check to see that the number of lines was less than the array capacity. Normally this never happened, but certain mods which use smaller fonts will overflow the limit. This adds a proper bounds check and also increases the bounds so that more of the smaller lines can be used.
The tech room loop checked that all the lines could fit in the available screen real estate, but it didn't check to see that the number of lines was less than the array capacity. Normally this never happened, but certain mods which use smaller fonts will overflow the limit. This adds a proper bounds check and also increases the bounds so that more of the smaller lines can be used.
Follow-up to #3137. I missed two important details in the first implementation: the triggered animation needs to be an "initial position" type, and `model_update_instance` needs to be run on all subobjects, not just turrets.
This should really fix#3123. I still can't see the destroyed collector, but the Rahu no longer flickers when it spins around.
These two situations mostly relied on the obsolete model code which didn't include model instances. Data for submodel positions and for whether a submodel is blown off are now stored exclusively in model instances, not the model itself.
This fixes#3124.
Remove One Source of Client and Server having Different Timing
Multiplayer *must not* have its time affected by being in the background, because their clocks will come out of sync and movement from an out of focus multiplayer instance will appear to move in slow motion. This fixes the timing discrepancy by only doing os_sleep when unfocused when in single player.
The background validation checks are somewhat convoluted, and misleading with multiple backgrounds, so this PR disables the standard main-background check if FRED is running. It then adds a new FRED-specific background check that covers all backgrounds.
Additionally, this PR fixes a bug in an error message in `stars_get_first_valid_background`.
Fixes#3116.
One small detail that was overlooked in PR #3021... KeldorKatarn's old code used `strtod` while the new code used `stuff_float`. This wouldn't be a problem except that a couple MVP models use annoyingly formatted floats like 8.9e-08. So I decided to convert `stuff_float` to use `strtof` and do some more upgrades while I was at it.
As described in #3079, the old parsing of fvec and uvec used strtod and some POFs rely on this format. This is a quickfix that uses the new parsing method for only `get_user_vec3d_value`.
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.
This is the recommended way to set this up.
Using this technique allows the user to replace the launcher with any
number of combinations of solutions such as
-DCMAKE_CXX_COMPILER_LAUNCHER=ccache:distcc
Supported since CMake 3.4. On previous versions of CMake, it will just
ignore this setting.
For compatibility purposes some mods want alt names to truncate at the hash symbol. But we can't actually do that at mission load,
since we have to save them again in FRED. So this commit processes the names just before the mission starts.
To further complicate things, some mods actually want the hash to be displayed. So this commit introduces the double-hash as an escape sequence for a single hash.
I just tried building 21.0 which is a higher version than the one used
in the test data which broke this test.
This should be a high enough version to not break any time soon...
If SDL completely fails to get its preference path, at least warn the user so that it doesn't crash straight to the desktop without creating a debug build.
In the particle effect code there is a small hack required for getting
some constant pointers in a vector. However, there is another mechanism
where sources are not added to the sources vector if the sources are
currently being iterated through. That is necessary to avoid
accidentally invalidating the iterators.
The issue here was that the vector resizing hack was not applied to the
correct vector when we were currently iterating. This fixes that.
This fixes#2928.
This was 20.1 since I erronously thought that the "current" nightly
version was lower than that. This updates the version to a release that
has not been built yet.
When weapon info flags were changed to the flagset model in #851 (commit 127976cd74), two instances where `WIF2_CAPITAL_PLUS` was either actively desired or passively not prohibited were lost in the transition; this commit restores looking for `Weapon::Info_Flags::Capital_plus` when targeting a big ship, and no longer prohibits capital+ weapons from being selected if a bomber+ weapon is sought and smart secondary weapon selection is enabled.
This works around the Windows only limitation where the standard random
function only returns up to 2^15 which limits how many vertices in the
model can be picked.
Since we already have a function that handles this properly and returns
values in the entire integer range, using that fixes that low limit.
- use correct macro for player_id
- support more subsystems
- optimize size of secondary weapon info
- handle future compatibility issues with secondary ammo
(based on PR 2109 by Cyborg17)
- support compaign descriptions (Mantis 1826)
- allow sending multiple packets to get entire description
- update description of selected game on join screen if needed
- chnage op count data type to short
(can't have more space than that anyway)
- get rid of some loops in favor of plain memcpy()
- fewer magic numbers
- use SEXP_MAX_PACKET_SIZE to fix packet size discrepancy
These macros will grab a known sized block of data without
any manipulation. Should only be used with data which is
serialized/deserialized in another part of the code.
- add bfi_flags
- add proper bank/point data for fighters
- allow for more than 255 subsystems
- add data for targeted subsystem
- add support for TARGETING_COORDS flag
- add support for FLOATING_BEAM flag
- add fire method
- add initial packet support for type F beams
- use standard ADD/GET macros
- better detection of size issues
- support SHRT_MAX ship types
- support SHRT_MAX weapon types
- use MAX_WSS_SLOTS & MAX_SHIP_WEAPONS safely
- support sound indexes higher than 254
- ADD/GET_STRING() will use 1-byte lengths (up to 255 chars)
- ADD/GET_STRING_16() will use 2-byte lengths (up to 65,535 chars)
- ADD/GET_STRING_32() added for compatiblity (game_active packet only!)
* Expose disposing FBO's (with the option to keep the Bitmap Alive) to scripting
* Modernize nullptr
* Moved RenderTarget clearing to own public API
* Fixed Obsolete Comment
* Fix bad deletion of FBOs
* Resolve Memory Leak
* Change FBO cleanup to not reuse old ID's
* FIx oversight
* FIx oversight 2
By only looking at the HEADs of the respective branches, we included
irrelevant changes in the diff passed to clang-tidy-diff so it was
possible to generate irrelevant warnings in a PR.
Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved. This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.
This removes an unnecessary look_at field as well.
Since angles are no longer written in three redundant places, the temporary hijacking of the turret angles in `model_make_turret_matrix` was overwriting the turret's proper position. So this PR just saves the angles and restores them when the calculation is done.
Since that function already has full support for UV scaling it makes
sense to unify the behavior in one function instead of having a separate
monochrome function that does weird things.
Also deprecates that function since all its use cases are now covered by
drawImage.
This uses GitHub actions for building Linux and Windows builds for
release tags.
Appveyor is now no longer used for building distribution packages and is
also not used for anything relevant anymore. If this works properly we
can disable that PR check to get better PR scalability.
This makes the workflows easier to manage, makes those build steps
reusable, and allows for easier migration to other CI services should
that be required at some point.
There were null checks for `Player_obj`, but whoever added the `No_pain_flash` flag bypassed them by dereferencing `Player_obj` in the top-level if() block. This caused a crash when self-destructing ships in the F3 lab.
This PR moves the `Player_obj` check to the top-level block (which is also an implicit null check because `ship_objp` is not null by this point) which fixes the crash and also is more efficient.
Also run distribution builds in container. This uses the same container
for building PRs and distribution packages to ensure consistency
between them.
Also tries to fix an issue with a missing environment variable for the
tests.
This just introduces the previously Travis integration and moves it to
GitHub actions.
This also found various issues around our libc++ support so I fixed that
as well.
* Fix color highlighting of mouse-over lines
* Fix color highlighting of selected bindings
* Fix bug when trying to select an item while the selected line is an axis control
* Allow user to select an empty item
* Expand hitbox of items so players aren't required to click exactly on the text to select it.
* Refactor search mode in control_config_do_frame()
* Dismiss help overlay in search mode when joy button is pressed
* Fix possible bug where nav buttons were not reset in search mode
* Add convenience methods to CCB
* Convert CC_bind into a class and define convenience methods
* Set underlying type of enum CID to short
* controlconfigdefaults.tbl: Should the CCI be disabled by an override, clear its binding.
* Control config menu: Should the help overlay be active during bind mode, dismiss it, don't bind anything, and stay in bind mode (fixes inconstant behavior)
* Refactor bind mode handling in control_config_do_frame()
* Remove two uncessary Assets. operator new should throw an exception should it fail.
* Move template functions into .h. This resolves instancing problems when trying to define them in a .cpp
* Add Undo_system::empty() and ::empty_redo() for checking if an ::undo() or ::redo() is possible.
* This is a section that only configures the bindings for a preset. Allowing mod devs to add presets instead of just the overrides
* Added ability to resume parsing should a Binding not be found
* Revert Joy_axis_action_index changes. Feature to be added later
* Strip out most of the preset and undo capability. Only the backup ability survived.
* Hardcoded bindings are done at run-time instead of assignment
* Created a map that should retain backward compatibility with controlconfigdefaults.tbl and playerfiles, since a reorganization of the controls in the code is planned and would break compatibility.
This will make our builds independent of the underlying system and allow
for more reproducible builds since everything uses the same compilers
and environments.
* Keep ships that we are centered on from moving
This prevents NAN from appearing from obscure vector math somewhere in the depths of fred.
* Also fix movement of centered objects in qtFRED
* Can't simply use the previous fade_out color as the default, because of an edge-case with legacy usage. The refactor would disallow setting the fadout to black.
This is a follow-up to PR #2942. Given that the short-circuiting is now explicitly skipped for node trees containing the special argument, it should no longer be necessary to flush the conditional branch of the sexp tree. (The .cache field is already skipped for special-arg nodes.)
The sexp tree is still explicitly flushed for `every-time` and `every-time-argument`.
It takes a number as a maximum number of arguments that can be evaluated in a single call, but otherwise behaves very similarly to `any-of`; alternatively, if the number is 1, it's like an `in-sequence` that also skips arguments that don't satisfy the condition instead of just invalid ones.
There are some possibilities where we could get an expired pointer when
we create a persistent particle. This adds a check for that to avoid
crashing the engine in those case.
This is related to #2928.
* Should fix some crahes and inaccuracies at high pings
Feeding the wrong index to the rollback struct is a bad idea.... That's late night coding for you.
* Forgot one correction
* Also update the comment.
This is necessary for multi to ensure that music is stopped.
common_select_close() would do this, but it's never inited for
these screens. So we need to manually do it if we aren't
transitioning to a screen with common_music.
* Multiplayer Dumbfire Rollback
This creates a packet that sends the relative position and orientation info for a primary or dumbfire missle shot. The client creates this packet when firing those two types of weapons and sends it to the server. The server goes back to the frame that the client fired the weapon and quicky resimulates all the frames in-between.
This includes collision detection, restoring positions, orientations and veloicties, but not subsystem orientations.
* Address Feedback
* allow clients to send subsystem info
* Check for object number not weapon number
* Readability Adjustment
In commit 3b2af702f7, the hash truncation was changed so that instead of being part of the HUD, it's stored as the class's display name. However, this action was performed before `+Use Template:` was parsed, which would then overwrite the display name and clear the `Has_display_name` flag. I've moved it so that it now happens after the copy operation (and added a check for an existing display name, in case the template defines one). I use a new boolean variable to indicate that default display name creation needs to happen rather than duplicate that code.
Fixes#2834, a bug where non-capital ships did not generate debris pieces from their hull. It turns out this bug was introduced in #2416. If the `DoesNotExpire` flag is substituted for the `lifeleft` variable , it should be done in all locations.
The multilock patch did not handle `Lock_anim` in the best way, and handled `Lock_gauge` in a very bizarre way, despite the fact that they are two simple hud animations. This changes the `lock_info` struct to track the correct `time_elapsed` value for both, and changes the locking code to use the values in the correct way.
Additionally, this properly loops the lock triangles on the FS1 lock indicator. Strangely, even prior to the multilock merge it appears that the triangles wouldn't have animated more than a quarter turn.
Finally, this prevents the FS1 lock indicator from blinking, since in retail FS1 it didn't blink.
Tested with FSPort and no-mods. Fixes#2826.
Code was moved around between 3.8.0 and 19.0.0 which broke the colored backgrounds of paletted HUD gauges.
Palette index 15 is used by the HUD gauge graphics to indicate background area of HUD gauges. When the code to remap palette indexes to alpha values was moved to packunpack.cpp, palette index 15 was mistakenly mapped to the alpha for index 0 (nothing) rather than index 1 (what retail/3.8.0 code maps it to) causing all HUD gauges to be missing their dark transparent backgrounds.
Also: the code maps palette indexes [0, 15] to alpha values [0, 255]. But due to an oversight (palette index 15 not being part of this gradient] alpha value 255 is never used so the range of alpha values for HUD gauges ended up being [0, 238]. Conversion math tweaked to make the alpha range [0, 252] which is very close to 255.
This will make it easier to have a graphics interface without relying on
global objects since the object can be kept alive in the function
object. No other functional changes since the existing syntax is also
valid for function objects.
A follow-up of sorts to #2801, but independent of it. If a directive line is not split, the HUD should handle it properly rather than Asserting and displaying the same line twice.
If you create a kamikaze ship with ship-create, it won't work properly, because the explosion values are not initialized to -1 as expected. This fixes that.
This is basically the tutorial from vulkan-tutorial.com adapted to using
VulkanHpp and with some refactorings that extract some locigally
self-contained code.
Currently only draws a simple colored triangle.
If a message string contained a word that was too long, on its own, for the available screen real estate, the function wouldn't split the string at all. The new behavior is to split the string even if the split location is suboptimal, since it's better to have as much of the message visible as possible.
Quoting from the code:
```
// only update the line break if:
// a) we don't have a line break yet;
// b) we're still within the required real estate
// (basically we want the latest line break that doesn't go off the edge of the screen,
// but if the *first* line break is off the end of the screen, we want that)
```
This was the last thing that was missing for complete support of all
function parameter declarations.
To ensure parameter lists stay valid a unit test was added that will
validate the argument lists and cause the test to fail if they cannot be
parsed.
This one line fix properly specifies which ship to use for ETS managment. The recent merge of `Non-shielded ships manage ETS` had a object reference error, so this rectifies that. Thanks to Axem for finding this!
* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........
* Fix underline length calculation in message scrollback
* Use SCP_string for message source (which allows ships with long display names to work without crashing) and message text
* Upgrade assorted functions to work with SCP_string
Using the `No_shields` flag for ships is common usage in multiple mods, and as it turns out ships with that flag set will not have the AI manage ETS values due to an early return in the `ai_manage_ets` function. This PR adds an AI flag to allow ships with no shields to manage ETS regarding weapons and engines. This flag was tested and works as expected.
Previously, if a script called a function that called another scripting
hook, some hook variables might be removed. This was the case since
after executing the hook the code would remove the set hook variables
again. If these variables had the same name as previously set variables,
they would overwrite and corrupt the state the original script expected.
This was unexpected behavior for script writers so this puts values on a
stack and only adds or removes from the stack instead of overwriting
values. This should make the hook variable state consistent for scripts
even if scripting hooks are called indirectly.
When flags are parsed, they can be reset. This is a problem for flags that are set based on lines elsewhere in the entry, so each table uses its own method to get around it. However, not all flags used this method - particularly the new Has_display_name flag. This brings the flag management up to date.
This is an effort to be able to use the same GLSL code for both Vulkan
and OpenGL. This is done by first compiling the Vulkan GLSL code to
SPIR-V and then using a custom tool (which uses SPIRV-Cross) to convert
that back into GLSL 1.50 compatible code.
The required tool will be downloaded by CMake when glslc is found in the
path. This is included in the Vulkan SDK. To avoid having a hard
dependency on this, the generated files are included in the VCS and are
only regenerated when glslc is found on the system.
The scripted code previously didn't check to see if a weapon bank was valid before firing it, which could have led to memory problems and starting March 15 would actually crash the game. This adds a few safety checks.
This PR adds a table entry that allows modders to specify the damage threshold for when turrents become less accurate due to weapon subsystem damage. A Game table setting is easier to set once and tune, thus this PR allows that efficent exposure to the modder and does not require a large change or complex table entry.
I have been thinking about some shader related techniques for the Vulkan
renderer and for that we will need to add embedded files in a different
environment than they are right now since the actual shader code will
not be needed in the engine.
For this reason, I extracted the "default file" mechanism to be more
generic so that all that is necessary to include a file is to just call
a custom CMake command and the function keeps track of what needs to be
done.
Also, since the "generic" code has worked pretty well so far I see no
reason to keep around two systems which just increases the amount of
code we need to maintain. So, I just removed the windows exclusive
implementation. Now all platforms use the same "generic" way of
embedding files.
The weapon loadout arrays wasted a ton of memory in several ways. First, only friendly fighters and bombers have weapon loadouts; most ship classes do not need this storage. Second, as DahBlount noticed, only 8 bits are needed for the flags, while the fields were using standard 32-bit ints. Third, there are currently 500 weapon types but most loadouts only provide a dozen or so options.
This refactors the loadout storage to keep a short vector of weapon-flag pairs for each bank, and the bank storage is allocated only when needed. The new `allowed_weapon_bank` class provides `operator[]` implementations so that the new API is almost completely compatible with the old one. The only things that require the new API are assignments, since `operator[]` is read-only. (A writable `operator[]` would not be able to tell when a flag value of 0 should be stored or not.)
This gives every document their own environment instead of using the
global environment. Previously it was necessary to store variables in
the global namespace since otherwise they could not be accessed by event
listeners.
This creates a separate environment table for every document so that all
<script> blocks and event handlers share the same "global" environment.
- support sync state before entering mission
- return to briefing for sync and stats saving
- handle campaign progression properly
- initialize net_player state properly (fixes#2560)
When I wrote the original change to a vector instead of an array, I was working on the assumption that this section of code was parsed after some other code that had already made sure that the special_char_indexes vector was at least three entries. Further testing has revealed this is not true, and this fix keeps it from crashing.
This PR adds a scripting hook which triggers when a ship fires a countermeasure. It has two variables, the ship firing the countermeasure and the number of countermeasures remaining. I have tested and it works as expected. This new hook complements the preexistsing `On Secondary Fire` and `On Primary Fire` hooks.
This can be used by script code for reliably storing Lua values without
having to build a custom serialization format.
The C++ code can also be used by other code modules that want to
serialize data. The new classes simply return a byte array with an
unspecified format.
At the moment this uses a plain JSON encoding but could be extended in
the future to include either compression or BSON encoding if necessary.
The format is future compatible by using a simple header to identify
different kinds of formats.
PR #2718 introduced the Has_display_name flag, but for mission parsing, the parse object flags were cleared subsequent to their assignment. This moves the flag reset earlier in the function.
Rampage noticed that the dialog would save a fiction viewer entry in some cases even if there was no story file. This makes the handling a bit more robust.
Also slightly optimizes some of the hooks because the adding/removing of hook variables should be guarded by the same if() block that controls execution.
1. Stores the filename from the table Parser into the font struct so we can lookup fonts via their filename.
2. Allow "+Special Character Font:" to specify the first entry with the same filename's special character index for their own special character index, provide a default if not, and allow the moddert to specify them manually, but do not override already recorded values if the default is picked in order to protect retail behavior.
3. Vectorize Special Character Indexes, so that we don't have a table limit that will randomly crash FSO based on what table you happened to write! Woohoo!
This makes the red-alert SEXP execute properly in multiplayer.
Note, this is just the SEXP. Multi-knowledgeable people will need to evaluate `red_alert_start_mission` and `red_alert_maybe_move_to_next_mission` to make sure those functions will work properly in multiplayer.
The previous version used the wrong function for the map and so values
added later were not written to the map and so not available to Lua.
This fixes that by using the simple array operator.
Fixes 2526 by making the array a vector and also adds a Shockwaves always damage bombs game_setting.tbl setting and a Shockwaves_consistently_apply_damage game_settings.tbl setting. The second one keeps bombs and asteroids from being hit more than once by shockwaves, like ships do!
This is a follow-up to #2100. Don't pause/unpause the audio if we are moving from/to the Control Config or HUD Config screens. We could hit F2 and move around a bit before resuming the game, so we don't want the audio to resume until we're ready.
Added smart pointers to bsp_in, bsp_out, sldc_tree and slc2_tree as requested.
I also changed the #error to #pragma message in a attempt to remove the false positive error.
Also did minor code indent fixes-
Collision groups as previously coded were unusable due to Lua 5.1's lack of support for bitwise operators. This fixes that deficiency in two ways:
1) Objects now have the functions `addToCollisionGroup` and `removeFromCollisionGroup`
2) An `evaluateNumericSEXP` function has been added for returning SEXP results as numbers (so that the bitwise SEXP operators can be used)
At least on my system that saved ~25% of the compile time (2:01 to 1:33)
so it appears that this is indeed something that help compile
performance.
Also does some house cleaning by using the new PCH command of CMake if
it is available which reduces our dependencies.
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
With dynamic debris, as soon as the Debris vector was reallocated it invalidated the `prev` and `next` pointers. I figured out how to dispense with the actual list entirely, since we mainly need to know how many hull debris pieces there are and whether an individual piece is on the "list".
This is a follow-up to #2649.
Changed SLDC system to SLC2, this replaced the char at the beginning of the node for an int in order for the tree to be aligned.
Added BSP_Defpoints data alignment and SLDC to SLC2 conversion for pof version < 2118.
Try and Fix non windows compile errors
Fix Linux complete error(Hopefully)
More Linux fixes
Nearly There
Maybe?
Why were these in the original? They're never used?
Admiral Nelson led me to discover that the HUD gauges expected "right" or no string at all for the gauge alignment. I added basic recognition of LEFT and RIGHT alignment. Someone more familiar with the HUD than me can flesh it out more.
This allows the coder to test for the existence of a hook variable by comparing it to `nil`. The engine will currently error out and crash if you try to access a nonexistent table field, which is useful for catching typos, but has the disadvantage of disallowing a perfectly reasonable Lua coding practice. So this change checks whether the missing field is part of `HookVariables`, and if so, rather than throwing an error, it just prints a message to the log.
This adds full modular table support to mainhall.tbl, allowing subsequent tables to override previous main halls, and enabling use of the +nocreate option.
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.
This adds the Vulkan code for choosing a physical device, creating a
logical device from that and then initializing a swap chain.
This also contains code for filling out the graphics API pointers with
stub functions so that the API functions can be developed gradually.
These changes allow FSO to "run" with Vulkan but nothing is rendered
yet.
First, in hudartillery.cpp, change some errors to warnings (actually error_display(1, ...) to error_display(0, ...), but same difference).
Second, change a Warning to an error_display(0, ...), and make it actually name the SSM strike instead of just reporting the name of the weapon it's using.
Third, do the weapon_info_lookup() earlier so we can use error_display() to point to the right line, and tell the modder that an invalid weapon invalidates the entire SSM strike (instead of just silently discarding the whole thing at the end).
Finally, in weapons.cpp, change validate_SSM_entries() to mention if Ssm_info is empty (instead of, say, telling the modder that the index needs to be between 0 and 4294967295—or, rather, -1 expressed as an unsigned 32-bit integer, since Ssm_info.size() - 1 is, indeed, -1 when the vector is empty).
This does two things:
1. Use thin archives which speeds up static library creation by only
storing references to the object files instead of copying them all
2. Allow to use the gold linker with GCC along with an option for
incremental linking. Since this is undesirable for non-development
builds it is disabled by default.
Back in PR #2390, I fixed translation behavior in `lcl_ext_localize_sub` for SCP_string, but neglected to also fix it for `char*`. This PR remedies that.
I also added `!=0` to the string compare to match the `!=0` used with `strcmp`.
Just for sanity's sake. This just displays a Warning without modifying the dockpoint name. I considered an nprintf but figured a Warning was more appropriate.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
These sexps work just like for-counter, supplying arguments for when-argument. They will list all ships that are present in the mission and are of a certain class or type.
This fixes three issues where the Lua stack was not cleaned up properly:
- On hook execution, the return value was left on the stack
- For ADE initialization, the global tables were left on the stack
- In libRocket, a metatable was left on the stack
This allows a script to create its own execution context so that it can
control when a coroutine is valid to play based on custom data.
Also adds a function which causes a coroutine to end in an error.
GCC 10.1.0 complained about the filename overwriting itself in the old version of the code. This was a false positive, but the code wasn't terribly clear, so I cleaned it up a bit.
These variables can be used for changing the behavior of the ade_ API
functions. However, they apply to all the ade_get calls so if there is a
call to ade_get_args from an ade_get_args call then it will reuse the
previously set values and produce incorrect results.
This captures those variables as soon as possible and then resets them
so that subsequent calls start with the default values for those
variables.
This emulates the "scrolling text" effect that is present in briefings.
It is not exactly the same since it just goes pixel wise and not by
character but it looks good enough.
After the multilock PR #2207, ships without secondary weapons will crash the game. This can easily be seen in the very first training mission of the FS2 main campaign, and it is due to an invalid bank access in `ship_stop_secondary_fire`. The `current_secondary_bank` is 0, but there are 0 secondary banks. The Assert catches this, but that's not enough.
This change fixes the crash, as it initializes the current banks to -1 instead of 0. However I'm not familiar with the new multilock way of doing things so I can't say if that is correct in all cases.
The previous API only allowed very limited access to the audio stream
system. These changes add full support for playing all types of audio
streams via a dedicated API.
This allows external libraries to load the Lua API from our executable
even if it is linked statically. This is useful for a Lua debugger which
needs to interact with the Lua API.
This is specifically for OPF_SHIP. Currently if you specify a LuaSEXP with OPF_SHIP, it only works for ships that are present in the mission when the SEXP is called. This is my attempt at a LuaSEXP parameter variant that will return a valid ship name regardless of the ship status. It required a bit of finagling the existing API.
Previously, `ai_link_energy_levels_always` or `ai_link_ammo_levels_maybe` could allow a ship to link weapons even if the `No_primary_linking` flag was setfor that ship. This PR fixes that by added a check for `No_primary_linking` before `ai_link_energy_levels_always` or `ai_link_ammo_levels_maybe` is evaluated.
In most cases you have one group to/from which you are adding or removing several ships, but the existing sexps are designed for one ship and many groups. This adds new sexps designed for one group and many ships.
Leaving the ability to go onto the multi screens will cause undesired behavior and asserts. (like trying to validate the tables when there is no connection in the first place.) Also only sets the game state to multi once we're sure that we're going to enter a multi game.
When I rewrote `strip_comments()` to take quotes into account, I didn't correspondingly update `get_line_num()`. This fixes that. I discovered that a Lua file with a lot of semicolons inside quotes was erroneously getting the past-EOF warning.
Also, in the event that the warning *is* tripped, this exits the loop instead of repeatedly displaying the warning.
Team Leader function was returning 0 instead of 1 when the team captain was messaging AI.
This optimizes, cleans up, and gets rid of edge-case buggy behaviour. Thank you ship_registry!
For older campaigns which used show-subtitle, the eval_num conversion inadvertently changed the rgb to default to 0, instead of 255. This restores the default to 255.
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
The functions derived from `vm_vec_mag_quick` run *slower* than `vm_vec_mag`, according to @Baezon who did some testing. So this PR makes all calls to the _quick functions use their more accurate counterparts.
1) Write all non-UTF-8 strings to JSON, either by converting or truncating
2) Add `coerce_to_utf8` function
3) Tweak `read_raw_file_text` because the function returns length on success, not 0
This was a fun one. Volition used a bizarre and very poorly named "flag" static variable to track iterations through the `verify_and_fix_arguments` function. I'm not sure how this actually works, but on comparing with the original public source code I see that @asarium didn't quite fix the "declaration masks class variable" compiler warning the right way. This rolls back that 2016 change and fixes it properly.
The effect of this fix is so that FRED will correctly handle arguments when node data types change, such as when the modify-variable argument is changed from a numeric variable to a string variable.
The #2528 fix broke ships destroyed before mission start because their arrival delay was *already* set up (as a bogus timestamp). So this change adds a special exception for that.
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
Standalones would crash if they had an error dialog pop up because of a nullptr. This just checks for the nullptr and returns early to prevent the crash.
There was an AI class validity check for the pilot, but not for turret weapons. This fixes that.
Also, the p_object parameter to this functino was named `objp`, which is misleading because that's usually used for object. I renamed it p_objp.
This just uses vm_vec_normalize_safe. If two objects spawn on top of each other, the code will now sort them properly without printing a null vec3d warning.
FRED's handling of mission loading and creation is a bit wonky. The `stars_post_level_init()` function should run for each new mission, not just once when FRED is started. That fixes a background editor crash and I also did a bit of other cleanup.
This adds a "clear-debris" SEXP with a new system for declaring SEXPs
outside of sexp.cpp. This makes it easier to keep code modules self
contained since they do not need to export previously private
functionality just for having missiong being able to interface with it.
This is mostly a proof-of-concept which only supports basic parameter
types (booleans and integers).
The ship registry previously stored the ship name as a pointer, but that pointer was reused when subsequent waves of a wing overwrote a p_object from the first wave. So, the name is now copied into an array.
Additionally, subsequent waves of a wing are now "eagerly" stored in the ship registry so that the p_object reference can be stored as well.
For quite some time missions have had the ability to edit more than one background. This was previously used for fallback loading in case the first background's bitmaps were not available, but I realized it would be very handy to allow switching between backgrounds for in-mission jumps.
The FRED background dialog can now add and remove backgrounds from the list. Additionally, a new `change-background` sexp can instantly switch between backgrounds without messing around with bitmap references.
Tracked down another Volition bug, first reported by recead. When messages do not have the ": " substring (which only happens when they are from MSG_SOURCE_NONE), they would calculate the wrong string size. This is because the two-character offset was added to the pointer *before* the pointer was checked for null, and so non-matches were considered matches with strings beginning at memory offset 2.
Volition's arrival code used eager evaluation of arrival cues even before the mission was finished parsing. With the new sexp optimization code, this can fail because the sexps can depend on ships which are not even parsed yet and thus are not in the ship registry. So I moved the arrival_delay initialization and added some comprehensive comments explaining what is going on.
1) Prevent ships from turning in `ai_turn_towards_vector` if they have the `immobile` flag. This was missed because it is a rotation that doesn't originate in `obj_move_call_physics`.
2) Prevent ships from evading shockwaves if they're playing dead.
Also there is a small conversion of an int to a bool.
The cause of the #2512 bug was using the new main hall to look up sounds from the old main hall, which would crash in several cases. The lookup was performed when testing whether or not to truncate a door sound when changing screens or states. Dan Wentz requested that "glowy" sounds not be truncated, so this preserves that check. Rather than test the indexes of the door regions, this tests the indexes of the sounds in sounds.tbl.
Right now the retail sound indexes are hard-coded, but it would be easy to make this configurable from mainhall.tbl if modders wanted that ability.
This fixes#2512.
The ship table value `+Weapon Min Range:` was ever used for turret firing calculations. This PR adds it as part of the cacluation for other instances, but only if the AI flag `Use_actual_primary_range` is used.
Previously a ship's shields and weapon regeneration per second rates were only stored in the ship_info strut, thus they should not be changed during a mission or via scripting (see #2236 and and #2239). There are many precedents for taking a ship_info value ans copying it to a ship_object value so the value can be changed on a per ship basis in mission (auto aim FOV is one of many examples). This PR thus copies the shield and weapon recharge values to the ship_object and exposes those new values to scripting.
1) Something wookieejedi noticed: destroying all turrets didn't trigger the DISARMED mission log event. This is because a code ordering decision intended to accommodate the destroyed check caused the hitpoints to not be correct when they were checked within `do_subobj_destroyed_stuff`. Instead I changed the blow-up check to use the same code for set-strength as for sabotage-strength. This handles destruction properly and also tracks hitpoints properly.
2) Aggregate points were being recalculated for every subsystem operation where they only needed to be recalculated at the end of the sexp, so I moved that.
Many physics values are exposed to scripting, including rotational damp. This PR exposes the linear damp to scripting. Note that in the code the linear damp is called `side_slip_time_const`.
This adds access to the command briefing data parsed from the mission
file to the scripting API so it can be used by the UI scripts for the
high res UI.
Also switches the animation support to using the generic anim to use
streaming to improve performance.
Fix the waypoints-done-delay sexp to work for both ships and wings.
Also, fix the set-object-speed sexp (which is deprecated anyhow) to work for all ships in a wing, not just the wing leader.
Previously, the default distance for determining if a ship had finished a point in a model path was only 5. This worked fine for ships with low damp or no Newtonian physics. However, it did not work well with ships that use higher damps or Newtonian physics, becuase those ships contiunatlly overshoot that 5 meter distance and get stuck flying in a large circle trying to reach that point. This fix allows modders to set an AI flag to specify that the path distance check uses a larger value of 775 for points that are not the last point in the path. If desired I can add a game settings option that allows modders to set this value.
I added a pretty generic container structure for the scripting
documentation when adding JSON output. However, I did not use that new
structure for the HTML output since that was just too much work.
This moves the HTML output over to the new structure so now the
scripting API handling code is independent from how the resulting
documentation is generated. I also moved that code out of the main
scripting code which removes quite a lot of clutter in those files.
This is mostly a straight port of the old code with no significant
changes (except the changes to make it use the new data).
As noticed in issue #2458, intercom sounds did not stop when pausing the game or loading a mission. I fixed this by augmenting `main_hall_stop_ambient()` to also stop the intercom.
Additionally, it turns out that the intercom delays were not being calculated correctly due to a very bizarre random number formula. I overloaded `rand32()` to add a min/max variant and used this instead.
When special arguments are used, the current node cannot be cached because it always contains "<argument>". So this feature adds the ability to forward the caching to the SEXP node that contains the value being referenced. To enable this, the internal argument list now contains both the argument text and the node being referenced. (If there is no node to reference, such as with `for-counter`, the reference will be -1.)
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.
This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.
The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
If a standalone has only one player connected in a dogfight mission it will crash. Not fully sure why this doesn't crash in other circumstances, but this check should just be here, anyway.
This is a follow-up to PR #2373. Tomimaki noticed that the first character was truncated in the cutscene description, and it turned out that the algorithm was slightly wrong.
Retail has a hud_find_target_distance function that returns the distance between the player position and a bounding box. This is useful for the HUD because it shows the distance to the perimeter of an object like a jump node or a large ship. However, this function was re-used for the `distance` SEXP, resulting in the awkward situation where the distance is measured from one ship's center to another ship's bounding box. This can lead to unexpected results and it also means that the SEXP returns a different distance when the arguments are swapped.
This PR deprecates the original SEXP and introduces the new SEXPs `center-distance` and `bbox-distance` which use consistent methods for both ships. It also renames the `distance-ship-subystem` SEXP to `center-distance-subsystem` and adds a new `bbox-distance-subsystem` SEXP.
Another - hopefully bite-size - sexp upgrade stage. This takes the objective SEXPs (those which are primarily concerned with the mission log) and upgrades them to use the ship registry.
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.
This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
This PR upgrades the function, and the sexps that use it, to take advantage of the new sexp caching. It also makes `script_eval_multi` more robust in the face of players who might be respawning.
This adds a simple parser that takes the existing argument
documentations and parses them so that better documentation can be
generated from that information. This should be sufficient for providing
proper documentation generation for the most common and simple cases of
argument lists (type, name, possible default value, and optional
groups).
This will ensure that Lua functions will always be executed in the
correct Lua state. Since we now have multiple threads (which are
different lua_State objects) it is possible that the current code could
execute a Lua function in the main state instead of the thread that is
currently executing. This can lead to weird behavior and probably also
to issues inside Lua.
This can be used by Lua code to trace the runtime of their code in the
same way the engine already is capable of doing for most in-mission and
mission loading code.
Also adds some tracing scopes to the libRocket code
There is a slight discontinuity where ships that are destroyed have their mission log entries added a bit before `ship_cleanup` is called. This addresses that.
This removes `readability-avoid-const-params-in-decls` from the list of things clang checks. Function declarations and headers should be the same, so it makes no sense to warn about `const` in one but not the other.
This also alphabetizes the exceptions for easier reading.
Previosuly, using the script function ArmorClass did not properly display the actual armor class, instead it always displayed -1. This PR fixes that. I have tested these changes and they now proprely display the armor class.
This PR uses `eval_ship` and `eval_wing` to optimize `object_ship_wing_point_team` and `sexp_deal_with_ship_flags`. The API changed a bit, but to ensure compatibility, there are fields and functions to support the old behavior. These are temporary and will be removed when all changes have been merged via PRs.
This PR fixes the logic for setting weapon amounts for both the pilot and subsystems of a ship. Previoisly in #PR 2318 this distinction was not checked, so this PR properly adds that check and distinction.
This makes the necessary campaign room API available to the scripting
API so that it can be implemented using libRocket. Also adds an
engine.sleep function which I needed for making my Lua debugger work
reliably.
This is part of the ongoing sexp overhaul relating to performance and caching. This PR combines functions for several sexps that are very similar, and it also uses the `eval_ship` speedy lookup function. As a bonus, it allows `turret-tagged-only` and `turret-tagged-clear` to run for multiple ships at a time.
The `special_argument_appears_in_sexp_tree` function can run multiple times per event, especially for repeating events, so it's a good idea to cache the result. This avoids the need to iterate through potentially the entire tree, checking every single node.
Awhile back, the get_operator_const and get_operator_index functions were enhanced to cache the result of the operator lookup. But this only works when called on the node itself, not the text. So let's call these functions on the node whenever possible.
If you press a key such as Ctrl the code gets a bitfield with a high bit
set so when the key code is used as an index it produces an out of range
error.
Thank you AddressSanitizer!
This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.
This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
In PR #2318, I consolidated the code a little too much. The partial-loadout checks should not have been under the `SUBSYS_STATUS_NO_CHANGE` check, because this would cause partial loadouts to fail if the percentage was adjusted but the actual weapon in the loadout was not changed.
Thanks to @wookieejedi for spotting this bug.
This is a minor follow-up to PR #2390. There are a few minor differences between untranslated strings and the internal strings in strings.tbl; this PR fixes them.
Previously the scripting call `gr.drawOffscreenIndicator` did not properly draw the indicator and/or return coordinates. After some bug hunting it turns out it is because there gauge was not being set to active. This PR adds that line and retores the intended functionality. Tested and works as expected.
If ever there were more than 100 goal targets in a mission, the old version of ai_get_goal_target_name would start corrupting memory. Rather than making a hacky workaround, this just makes it dynamic.
These issues caused the stats packet to keep growing during
every conversion between network and game structs causing
memory issues and data corruption. These bugs were hidden by
the fact that stats packets were discarded by the server due
to another bug.
This code is highly inefficient (find_parent_operator() is O(n) for Num_sexp_nodes, and it runs every frame for all sexps with negative values) and should not actually be necessary. But it is useful as a debug tool, so I added some #ifdef's.
This enables the clang readability checks that I found to be sensible. I
disabled a few that would have caused a lot of unnecessary warnings in
our code.
This PR allows the setting `Guards Attack This` in `objecttype.tbl` to actually work.
Background: there are two instances in the code where AI that is patrolloing/guarding a ship decideds to go attack guardees attacker. One case is if the guardee is hit, and the other case if there are just hostile ships present (ie it scans the mission every so often).
The `Guards Attack This` check was only applied to the scna the mission case, and not the guardee hit case. Thus if the guardee was hit by a ship that had the `Guards Attack This` setting off, the guard would still attack since that check was never being performed for that guard case. By default all object types hae `Guards Attack This` set to `true.` But if a modder didn't want fighters guarding a ship to go off and try to kill a large captial ship then they may think setting this value would be a good way to do that. Unforunately this wouldn't work, for the reasons outlined above.
Chnage: this PR adds the `Guards Attack This` check into the guardee is hit case, estentally making the behavior work as expected by a modder. Given this is a AI behavior change I have added an optional AI flag to toggle this fix on. I have tested this and it works as expected.
Since the original release of FS2, internal strings have been translated to their English entries in strings.tbl but external strings have not been translated to their English entries in tstrings.tbl. It appears that string translation was universal until it was disabled via a hack, probably due to FRED idiosyncrasies (see comment in `fred_init()`), and then not re-enabled for release. PR #2343 re-enabled it, but this turned out to have undesirable side-effects since many mods used incorrect XSTR indexes for external strings.
This PR restores the previous behavior and also cleanly separates localization into translated and untranslated modes. FRED will always run in untranslated mode. FSO will run in translated mode for all languages except English, where it will run in untranslated mode UNLESS the new option `$Use tabled strings for the default language` is enabled in game_settings.tbl.
The ship goals dialog was incorrectly assigning a goal target name for every dockpoint, which could quickly cause the limit to be exceeded if the FREDder browsed a lot of dockpoints.
This also indicates a need to fix the goal target name system as the counter is never decremented. That will be in a subsequent PR.
Having recalled that other SCP folks stated pow shoud not be used to do simple squaring, I figured it might be a good idea to update the two instances I found where that was the case.
This PR adds a scripting hook which triggers when a ship begins it's departure process. It has one variable that is the ship. I have tested and it works as expected. This new hook is very useful for triggering events whenever a ship needs an alteration to it's departure methods. For example, in Fate of the Galaxy we require ships to warp out along a certain vector. This hook allows us to see when the ship is begining that depature and then break the ship's warp, order the ship to instead follow a waypoint path, and then jump out.
This PR adds a scripting hook which triggers when the pain flash is shown. It has one variable that lists what type of flash was shown, shield with `Pain_Type == 0` and hull with `Pain_Type == 1` . I have tested and it works as expected.
The sexps that activate and deactive glowmaps are very useful for ships, though previously the glowmap status was not passed to the ship's cockpit. This PR adds the ability for glowmap status to carry to this ship's cockpit (if it has one).
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 adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.
Also clean up some unused debug stuff.
Due to code rot, the support ship hull repair code was a bit more tangled than it should have been, so I tidied it up. I also fixed a bug Sarn noticed where a support ship would think all subsystems were repaired if the hull repair rate was set to 0.
As noticed in Discord, in loop1-2 some of your wingmen have missing weapons, but as the ships are locked it's impossible for the player to modify them. These ships should not be part of the check.
This is a pretty easy fix; sorry it took seven years!
Instead of firing an Int3() when a ship has no arrival paths, just log it and continue. And change the upstream warnings, which should have been more visible, from WarningEx to Warning.
Certain mods provide their own tstrings.tbl, but this runs into trouble when you localize data meant for one mod using a tstrings.tbl meant for another mod. See the Mantis ticket:
http://scp.indiegames.us/mantis/view.php?id=2942
and also the HLP post:
http://www.hard-light.net/forums/index.php?topic=85041.msg1716600#msg1716600
This PR adds an optional flag that will check the untranslated string against the "default language" translated string. The two strings should be identical. If they aren't, the code assumes there is a tstrings.tbl mismatch.
I modified the mission listing code to enable this check when localizing mission info (titles and descriptions), and to avoid adding the mission to the list if there is a mismatch. Fortunately, I think mission listing is the only place where this bug is likely to happen.
Currently `$Closeup_Pos:` and `$Closeup_Zoom:` control the camera zoom and position values for the techroom, briefing and HUD Target Box. Unfortunately, with very large ships this results in an issue, to fit the view of an entire big ship in the HUD Target Box the zoom and position must be set a certain way which results in the ship looking very far away when viewed in the techroom. This PR adds two new fields that control camera postion and zoom but only for the HUD Target Box, thus modders can now set values for both and have the ships look good in both the Techroom and HUD Target Box. The new hud target box values are optional, and if not specifed they default to the values for `$Closeup_Pos:` and `$Closeup_Zoom:` .
From the comments:
// Do some checks to see if we are actually going to play this message at all. These checks have been moved above the
// "if ( Num_messages_playing )" block because we don't want to cancel an existing message if we have nothing to replace it with.
Additionally, by not incrementing `Num_playing_messages` if the code skips to `all_done`, this prevents messages that aren't playing from delaying messages in the queue that are actually valid and should play.
This adds an ai_profiles flag that checks comm systems for non-player ships. If their comm system is damaged, they will not send messages and you will not be able to issue squadmsg orders.
See also:
http://scp.indiegames.us/mantis/view.php?id=1947
This updates #2299 and restores the use of `event_music_level_start(-1)` in `freespace.cpp`. This call was removed in #2299 because it was thought to be redundant but removal of that call resulted in music not playing upon mission restarts. This PR restores that call and fixes that issue.
This is in response to Mantis 1424:
http://scp.indiegames.us/mantis/view.php?id=1424
Since retail, the hotkey lists have been determined based on what attacks the player. Mod makers may want to change this, so this PR adds the following options:
Default - retail behavior
Friendly/Enemy (or Hostile) - display in the specified list regardless of who attacks whom
None - don't display in the hotkey list at all
This PR also slightly cleans up the hotkey list function with a small optimization and a few tweaky fixes for edge cases.
This adds the titular feature, as well as FRED support. There are also some associated minor UI fixes in FRED and some cleanup in missiongoals.cpp. And "Event Flags" are now a thing in case we want to add any other flags in the future.
Ships which do not have the maximum number of primary and secondary banks (3 and 4) will have gaps in the loadout slots, so be sure to only check the weapon slots that the ship class is actually equipped with.
Yet another obscure edge case from Aftermath: Reboot. The FREDder ought not to create this situation in the first place, but if he does, don't enter an endless loop.
In the SEXP parser, zero-length strings are valid, as are zero-length operators. But zero-length numbers are interpreted as missing arguments, since their only syntactic separators are spaces and the parser skips over whitespace. And in any case, zero-length numbers are not semantically valid anyway. This PR adds a sanity check to intercept all zero-length numbers, as well as malformed numbers, and convert them to 0.
This fixes issue #2314.
There is a special function, `hud_find_target_distance`, which is used in most places for target distance. However it wasn't used for jump nodes in this location.
Incidentally, the player's target's distance is cached, and this distance will always be current for the target box, so we can use the cached value and save a function call.
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.
This is the best way to address Mantis 2715. I took a look at allowing empty banks in the course of working on PR #2318, and it was completely intractable. But in order to prevent certain "funnies" such as violation of bank restrictions, it's a good idea to ensure all banks are populated.
This PR adds a new XSTR for a popup message, and incidentally adds another XSTR to a message that should have had one already but didn't.
If ships have less than their full allocation of weapons, the code is supposed to compact the array so that these weapons all appear at the beginning. This is done for small ships (fighters and bombers), but was not done for capital ships. There was also a lot of code duplication with small ships getting extra error checking than capital ships. This commit removes the duplicate code, makes the error checking more robust, and incidentally fixes the weapon array compacting for capital ships.
Although not used very often, ai_info.target_signature should be set to -1 whenever no target is specified, just like everywhere else to make sure that the code is as predictable as possible.
(Found while trying to figure out why the heck would the Object update packet send this at all??)
This PR refactors the function's name to something more indicative of what it actually does, and removes a call made to it from within freespace.cpp which, due to changes in how the soundtrack system works, is now redundant and doesn't actually do anything anymore.
The sound was passed the data from before the resampling took place so
it though it would be playing a stereo sound and rightly cause an
assertion. This fixes that by refreshing the properties after appliying
the resampling properties.
PR #1514 made this change to avoid having to constantly update fred.rc with new FSO versions, but it was inadvertently reverted in commit 9ac97f24223a7446d4364acfdb451c90697d6577; this also reverts PR #2286, since that's a somewhat more hackish solution to the same problem.
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.
This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
The standalone did not initialize SDL and so did not receive the quit
signal when it was sent SIGTERM or SIGINT. This fixes that by making the
standalone server just use the normal os initialization code.
Also includes some other code cleanup and some more logging to make it
more apparent in the log what is currently happening at standalone
startup.
This adds a Dockerfile which compiles FSO for the alpine Linux
distribution and then creates a standalone image based on those
binaries. That sidesteps the problem that existed with trying to use the
AppImage binaries on that distribution.
This produces a much smaller image (78MB instead of 230MB) so it should
be a bit more managable. Building can be done like this:
docker build --build-arg build_type=FastDebug -t scpfs2open/fso-standalone -f docker/standalone/Dockerfile .
This mostly meant for special docker standalone server builds where it
might be useful to have full release performance but also have the logs
available if necessary. This now always compiles the log statements but
enables or disables them with a constexpr so they should not appear in
actual release binaries.
This will provide a proper error message when such a function is called
that will mention the name of the function and that it is deprecated and
cannot be used anymore in the targetted engine version.
This will make it easier to get logs from FSO running in a docker
container since logging to stdout is the easiest solution there.
Also includes some other changes that will make this work better in
Docker containers.
If anything less than or equal to 0 was specified it would trigger some
kind of an assert in the standard library since that is not a valid
value for a normal distribution. Now a parse warning is generated and a
safe default value is used.
This fixes#2269.
This adds a new graphics type for the Vulkan graphics API. All this does
is to create a vulkan instance and a presentation surface with the help
of SDL.
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.
Also added some more options for existing things (e.g. built-in detail
options).
This elimiates all of the remaining "old style" uniforms from our
shaders. This might not be optimal for all situations but I have
confirmed that it is at least not worse at the moment.
This is a generic way to get matrix data to shaders without using
(old-school) uniforms. This is another step towards more compatibility
with how new APIs (Vulkan) do things to increase the odds for a Vulkan
port at some point.
It seems that when RTT for cockpits was added that the scaling of ships in the target box fell through the cracks. Properly specifying the `clip_aspect` fixes the issue. This PR fixes issue #2250.
Weapon names with a `#` should not display text after that `#` in the HUD. For the most part this works, but there were a few cases this didn't (such as primaries using the weapon name). This PR fixes two spots that fell between the cracks.
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.
For some reason my repro had some critical issues and I was unable to comitt to the PR #2210. I have closed that PR and opened this one given the discussion in #2210. The result of that discussion was `but omit line 594`. That is what this PR does.
Three main changes in this PR:
1) The enums for the "easy settings" launcher options are now clearer and more explicit, and the enum assignments for a lot of graphics options are now fixed, as they were incorrect due to code rot.
2) Some of the command-line flags options have been recategorized: -window, -fullscreen_window, -nomotiondebris and -noscalevid are now Gameplay; and -fps is now HUD.
3) Since post-processing is required for nebula fading, it now defaults to on, and the flag has been changed to -no_post_process.
Persistent buffer mapping is an OpenGL technique where the contents of a
buffer object are mapped to a persistent pointer instead of having to
map and unmap a buffer every time it is modified.
This decreases the overhead for updating data in a uniform buffer object
which now only consists of a memcpy and a flush call.
This is in preparation for using persistently mapped buffers for uniform
buffers. Since that functionality is not available in the OpenGL version
we are targetting I implemented a fall-back which simply uses
glBufferSubData.
I did a benchmark with these changes and there was no change in
performance to the current master version.
error_display shows the line where the error was detected. Warning
itself is pretty useless for parsing related errors so I replaced all
Warnings (where appropriate) with an equivalent error_display.
Does this by refactoring how the timing is calculated. It also removes the Next Arrival Time Array, which does not actually do a good job of calculating it, anyway. We can now rely on the other oo_arrive_time arrays exclusively by subtracting from current time.
Squashed Commits:
1. Use function to pull FrametimeOverall to keep from breaking Fred.
2. Remove unsed parameter from multi_oo_calc_interp_splines
3. And also fix the corresponding declarations and functions calls.
In aiturret.cpp there is a mprintf, `mprintf(("nothing ok to fire\n"));` which greatly pollutes the debug log in missions with turreted ships. I'm not sure what this message helps debug, thus I propose commenting it out.
Previously, using max and min delays resulted in guns firing that were not within the specified range. This PR fixes that while also simplfying the code. `frand_range` is already using in each of those functions so I figured it would be fine to use it and also simplify the code. That, instead of `next_fire_delay = (((float)rand()) / (((float)RAND_MAX + 1.0f) * (winfo_p->max_delay - winfo_p->min_delay + 1.0f) + winfo_p->min_delay))`.
These function have been around since retail. What they were supposed to do was allow the V team to get a baseline of how much data object updating would use without the limiting system.
However, the way that multi_rate_add work, is that they say to the limting system, "The client is getting a lot of data, so limit it some more." And that eventually causes debug build object updates to slow to a crawl.
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.
A few early on descriptions in this file are inconsistent or even plain wrong. This should correct that.
Also, rename vm_vec_imag() to vm_vec_inv_mag_quick() to better describe what it is.
It turns out that the code that set initial ship velocities did not account for local ship rotation changes. This bug is only noticeable when ships are very high speeds, high initial velocities, and have high drift values thus it was never recognized before. This PR fixes that by ensuring that the velocity vectors are set appropriately. As discussed with Goober on Discord, this fixed behaviour is indistingushable when using FS ships and most mods, this the behavipur will be on by default.
This was previously using the wrong direction of the conversion so it
produced wrong values. This should fix that and should hopefully bring
the nebula experience back to how it is supposed to look.
When the `+Max Delay:` and `+Min Delay` for `Fire Wait` were added they were only added to primary firing and not turret firing. Specifically, `turret_set_next_fire_timestamp` uses only `winfo_p->fire_wait` while `ship_fire_primary` uses the delays. Checking with the original author DahBlount they specified it was an oversight, thus this PR fixes that and allows the delays to now work properly with turret firerates.
Overview: This PR restores all expected functionalility of the 3D weapon select flag while also providing modders with a way to use both 3D models and custom weapon icons.
PR #2055 provided a way for modders to use 3D weapons while still using specified weapon icons. Unfortunately that resulted in weapon icons not changing to an image of the 3D model when the 3d weapon selection flag was used. It was requested on the forum that this behaviour be restored. This PR restores that behaviour while still allowing modders to use 3D weapon models and their own weapon icons. Instead of the approach taken in PR #2055, this PR will automatically show a 3D weapon model if there is not weapon animation specified and if a weapon tech model is specified. Thus, if a modder wants to use their custom weapon icon but also have a 3D weapon model shown, they simply do not specify a model animation but do specify a tech model for the weapon (the 3d weapon selection flag does not need to be checked). If the 3d weapon selection flag is checked then the 3D weapon model will of course still be used, but the weapon icons will now show the image of the 3D model instead of any custom weapon icons the modder specified. In other words, the flag acts exactly as expected for the player.
I also tested this for each case and it works as desribed above.
Should fix rare multi crash where reserving net signatures for spawened munitions would cause an ushort overflow, triggering an assert in multi_set_network_signature.
Turns out we can just remove the assert, and just guarantee that signature is going to be in the required range.
Squash history:
1. Improve Assertions (as per Taylor's suggestion) and reconfigure Int3
2. Wording change on last assertion
Any server build created this year will crash any client connected to it because it will send a packet cotaining hull updating information, but accidentally unset the flag for new hull info. The client was therefore unaligned with the packet, causing the local subsystem_update array to go bonkers.
Removes about half of the Int3()'s in multiutil.cpp by making Assertions more robust, changing two functions to void type (because there was no way to get an error value from them, anyway), and adding two Verify()'s in case we ever decide to start using the multi variable change functions.
Squash History:
1) Forgot to change one Assert to Assertion
2) Change Verify to Assertion, because of better argument support.
3) Fix a couple copy paste errors
Just a quick PR to make multiutil slightly more readable by removing one unused function (whose functionality is already in the object update packet), two globals which we only increment and we do nothing with, and some defines that have been commented out because the size returned can actually vary.
several of the bitwise manipulations on signed integers are technically undefined behaviour.
I made the internal variables unsigned and the results are then converted to signed ints as before.
This should not actually change any observable results.
Did some cleanup as well, while I was at it.
This fixes string comparison of ship names in multi. Any respawned ship would be given a default name and would return false for any future name comparison.
The most visible affect of this was being given the default loadout and fighter on respawn instead of the fighter and weapons you selected, but Taylor was spotting a lot of potential other break points as he looked through other unrelated multi issues on mantis.
Squash History:
1) Fix comments and warning to be clearer.
2) Replace NULL with nullptr
Intent probably was to empty the vectors and not check for state empty.
This was most likely a bug, which was called by the no_discard attribute on the function.
Previously deprecated enum for hasViewmode() lua function didn't have a warning. This fixes that.
Also, I am adding a check to ignore it while writing scripting.hmtl.
This PR allows modders/FREDers to actually see what default controls available are in FRED and not the hard coded ones from `Control_config` that may not be relevant for their mod. For example, a mod may disable many controls and change the default key for many controls in the table, but that is not reflected in FRED since FRED simply checks the hard coded ones from `Control_config`.
Example:
Previously, if the modder specifies a default key for, say, `Enter Subspace (End Mission)` as `Enter` instead of `Alt-J` in `Controlconfigdefaults.tbl` then the game will only look for if `Enter` was pressed, whereas the `key-pressed` tree in FRED will not show that and will still show `Alt-J`. Then if the FREDer uses `Alt-J` it won't ever actually trigger in-game since the control table has switched it to `Enter`. This PR would allow FRED to properly show `Enter` instead of `Alt-J` in the sexp tree for `key-pressed`.
Background:
1) Game reads the hardcoded values for each key and saves in `Control_config`
2) Game parses `Controlconfigdefaults.tbl` and updates the default keys in `Control_config` with any that are specified in that table.
3) Now the key defaults have been changed, and when `key-pressed` is called it searches for it's argument in the updated `Control_config` array, but only searches for the default. Thus even if the player changed the key, it will still find it and properly convert it.
All of that works well and as expected. But FRED never goes beyond step 1, so when FREDing I don't use the drop down tree for `key-pressed` since it doesn't actually match what the game will know when it parses `Controlconfigdefaults.tbl` in step 2.
This expands the functionality of the cusotm controls to work with rebindings when using the sexp `key-pressed`. A key default value must be specified in `controlsconfigcommon.cpp` for the sexp `key-pressed` to track key binding changes. This PR adds that functionality by assigning default keys that were not in use (alt shift 1-5).
According to the CreateProcess() documentation, passing NULL in the eighth argument starts a process in the same directory as the original process, which is what we're trying to do.
Please note this is a Windows only solution, and cannot be ported to QTFred
Addresses 1775, already tested on Release and Debug
A quick update that should allow for the FPS gauge to be hidden together with the rest of the HUD. Sounds useful for anyone wanting to take clean screenshots.
Also, thanks @wookiejedi for showing me how to do this.
(Will that even work? that's my first real meeting with GitHub so I'm a bit anxious.)
Many mods and scripts use custom features that are triggered by key press. Currently, those keypresses cannot be changed by the player. I want to add 5 controls that do nothing and thus can be used for scripts/modding purposes. This way the modder could add new features/controls easily and have them show up in the controls menu and be bindable. As opposed to using a script which triggers via a keypress, and that keypress cannot be changed by the player in game (and may be bound to another control).
Also, Axem has expressed he would find this feature and Fate of the Galaxy certainly will.
This PR adds functionality to `Has Xstr:` in `controlconfiguredefaults.tbl`. Previously this value was use as a boolean, 0 or 1 to specify if the string should be used. This PR treats that field as an integer, and thus allows modders to specify which string to use for the control. If the value is 0 (default) then the string is not used, if the value is 1 then the defautl string is used and if the value is greater then 1 the game will use that specified index in strings.tbl.
This allows modders to properly translate all control names. Specifially, six controls overlaped with pre-existing string.tbl indexes adn thus could not be translated properly. These are VIEW_TOPDOWN, VIEW_TRACK_TARGET, AUTO_PILOT_TOGGLE, NAV_CYCLE, TOGGLE_GLIDING, and CYCLE_PRIMARY_WEAPON_SEQUENCE.
This PR will allow modders to now proerly have full control name translations. It also provides a fix for issue #1629.
Fixes the following:
1. Crash from creating an icon from a jumpnode
2. Crash from creating an icon from a waypoint
3. Waypoint would become a jumpnode icon in briefing screen.
This line is the cause:
iconp->ship_class = (int)std::distance(Ship_info.cbegin(), it);
The main purpose of this commit is to change iconp to biconp, like the rest of the function uses.
The other change is how it checks for a jumpnode so that it is only true if there *is* a jumpnode.
Per dicussion on Discord and and Github, `set-object-position` does not work properly and the fix would involve making it act the same way as `ship-maneuver`. With discussions with Goober (who originally made it), we have decided to deprecate the sexp. I have talked with folks who have used it thus I am not removing it from FRED with this PR but I am open to discussion on that point.
If you modified an existing ship type without using +nocreate, it would both modify it and add it to the vector again, leading to (at the very least) wasted memory. I copied over some more standard behavior from other parsing functions to hopefully avoid problems with modular objecttypes.
Previosuly, subsystem brackets in the target ship gauge were not always drawn in the correct location when using RTT with the gauge. This PR fixes that.
First one is to allow MinGW failures since that is unreliable at the
moment. Second one is a fix for the regex used by clang-tidy so that it
doesn't try to analyze CMake files.
Free look will now move in the same directions as ship controls, whether pitch or yaw, and whether using keyboard or mouse/joystick.
Also, remove an inaccurate comment, and add a clarifying one.
The Z coordinate, from negative to positive, means "front to back", so a Z value of 1.0 (with relative playback, which is what 2D sounds use) means "as far back as possible", i.e. the rear speakers. It's hard to know if this was intentional or not, but feedback from an actual user with a surround setup is that the opposite is preferable.
There are now three states for cutscenes: always viewable, where they will appear no matter what; never viewable, where they will never appear; and viewable, which can be modified during the campaign. Currently cutscenes will go from not-viewable to viewable, but organizing the flags this way will allow a future feature to make cutscenes not-viewable, if that is desired.
There's also a small edit to csv_convert to guard against array overflows. Not directly related to the feature but it's in the same place and affects the same code.
Sanity checking for repeat counts shouldn't crash the game, so change from Error to Warning and use a sensible default. Also copy the check (with minor modification) to also check trigger counts.
The `On Goals Cleared` scripting hook would result in FRED not working, thus this PR adds a check for scripting state to the hook and will only run if the scripting state is active. Now FRED will run proprerly.
This adds JSON as an additional scripting documentation output format.
This can be used by external tools to examine the scripting
documentation and generate interface declarations or documentation for
any language. The existing documentation code is left largely in place.
Set-secondary-weapon and set-secondary-ammo have been up to know been allowed to exceed tabled cargo sizes, as long as you didn't put a value for requested_ammo in the sexp.
The limits would be inherited from the last secondary weapon in the slot, definitely not idea behavior.
Now includes matching changes to set-primary-ammo
It turns out that `angles_2_matrix ` would return a pitch value that was not the actual pitch from the 3x3 matrix. The pitch line in the code is uses a modifed `cosp` as the demoninator to calculate the pitch angle. I looked up online what the caclulation should be and found a more accurate way than using the modifed cosp, is to use ( fvec.xyz.x^2 + fvec.xyz.z^2 )^0.5 I tested using the new calculation throughouly and in each test it returned the proper pitch value from the 3x3 orientation matrix.
This is a follow-up to #1450, based on feedback and preference. Instead of always resetting campaign progress, just switch to the campaign. The player can then explore the tech room database or the finished missions if he chooses.
This also fixes a few bugs:
1) Ever since the tech-database-reset feature was introduced in 2003 or so, the game incorrectly checked the campaign being unselected, not the campaign being selected. This is now obsolete since neither the tech database nor the campaign progress are reset.
2) Not all campaign loading failure types were recorded in `mission_load_campaign`.
The default fade argument is `true`, as specified by the sexp help, not false. This probably doesn't matter here as the multi packet should receive all sexp arguments anyway, but better to be consistent.
Adds 'On Goals Cleared' hook variable for scripting system. Previosly there was not scripting or sexp method to determine if a ship had all of it's goals cleared.
Originall the scripting hook `On Waypoints Done` only provided the ship or wing. This PR adds the waypoint path that was completed as an additional hook variable.
We didn't realize that Gauge_load_common had some assumptions about where Origin: and Offset: are, so we accidentally broke custom radars. Moving this section up forces modders to have an odd order for their entries, but based on the way the code was written, there really doesn't seem to be another choice.
This commit disables emissive lighting on objects by default (as the new HDR process makes it unnecessary) and switches the -no-emissive commandline parameter to -emissive; Setting that parameter will restore the old behaviour. The -no-emissive parameter is retained to avoid user-facing error messages.
In addition, this commit sets the default bloom value to 25.
This should fix#1886. I built it and it fixes the immediate problem.
Only two of the documentation files we have in the codebase were actually updated.
Verison name in prebuilt.cmake also needed to be changed due to prebuild SDL version changing during upgrade to the prebuild repository.
Part of modernizing the code base, Travis, at least, prefers defaults to be in the class definition instead of having multiple constructor functions have the same default values.
Allows jump nodes to use instrinsic/dumb rotation again by exposing the jump node class to the model instancing code and adding a check for it in modelread.
Unique pointers need to be constructed in very particular ways, but so did this NGON radar class, so we just had to put the constructor function inside unique pointer constructor.
And to keep that special pointer from going out of scope, we switched to the ternery operator.
Also made these changes:
Change to hypotf()
Fix Shadowing, Zero Vector macro not working at all.
Offset changed to offset_incoming
blip changed to blip_instance
Offset changed to = {} to initialize the struct without a problem.
clampBlip() required an override
Give offset a default initializer.
Switch to <cmath>
(Apparently <math.h> was deprecated and needs to be replaced with <cmath>.)
One last complaint from travis about a redundant default value.
Thank you Travis!
* Modders can specify how many sides the radar can have (as few as 3) with "Ngon Sides:" and can also define an optional twist angle with "Ngon Offset:".
* Also refactors the standard radar code a bit
Covertity is complaining about portions of the verts array being uninitialized, so this is just a quick change to initialize the array first before doing anything else.
These coverity issues are all caused by the same code being copy and pasted in three different places.
There does not seem to be danger of the negative array access, but the changes that "fix" it are also slight optimizations (assuming the compiler hasn't been catching them).
In short, I am basically just moving code around to avoid duiplicate checks and in other places checking for the negative array index explicitly.
Suggested style corrections now included.
This uses clangs LibTooling for parsing the FSO source files to ASTs
which can then be used for extracing the strings used in XSTR calls.
This supports both standard XSTR calls and UI_XSTR definitions and
writes the resulting information in the strings.tbl format to stdout.
It also detects duplicate translation id usages with different text
values.
Although not technically a bug, several mods have been misled by the description of the "$Rearm Rate:" weapons table setting, and specifying an initial ammo value that is less than 100 for ballistic primaries would force the ballistic ammo to be loaded all at once, with "$Rearm Rate:" just specifying how long that one load would take.
This allows modders to use more realistic behavior for things like anti-turret ballistic primaries, where initial ammo could be in the thirties so that any number above zero can be added per load.
Since the Lua state is destroyed before all the object events, this was
causing issues. This should fix that by clearing the events when the lua
state is destroyed.
Since FSO does not support Unicode characters in filesystem paths on
Windows yet, it is necessary to catch these issues early on and display
an appropriate error message. These changes do that by going through the
path with our UTF-8 decoder and detecting any characters that are out of
the ASCII range.
Enhances play-sound-from-file, etc. to allow more than one audio stream to be played at the same time, provided all stream are referenced by audio handles contained in variables.
The intent behind this sort (added in #2094) was to make the order of files returned by the filesystem consistent across platforms; however, the sort occurred not only after the filesystem search, but after the packfile search, which changed the order files load in on all filesystems instead of making it consistent. This moves the sort to be after the filesystem search but before the packfile search, hopefully making load order consistent once more.
When loading a .plr file, HUD_config.rp_dist is loaded and then sanity-checked; if the value is out of bounds, a Warning is generated and RR_INFINITY assigned. HUD_config.rp_dist is also loaded when loading a .csg file, however the sanity check isn't present; this copies the block over so the behavior is identical.
This bug has been around since the original public source code release!
The error message character calculation did not agree with the actual error check. This PR fixes that. Thanks to Novachen on Discord for discovering this.
The grant-medal and was-medal-granted sexps will now translate medal names, in the same way that tech-add-intel-xstr translates intel entries. There is also some minor cleanup and the specifying of correct default -1 numbers for the xstr-capable sexps.
When running a mod on non-windows, that isn't packed into VP files, the
mod can break when loading. On non-windows filesystems, the file
order isn't guaranteed to be alphabetical (but it is on Windows).
As a result, we load tables in an effectively random order.
Lots of mods rely on the filesystem ordering to e.g. implement a very
loose dependency system for their lua scripts.
Referenced on the forum here:
https://www.hard-light.net/forums/index.php?topic=95750.msg1885275#msg1885275
Here's a log from Solaris failing to run:
https://fsnebula.org/log/5d7b4414cb0d332b466b5ee2#True-138
Instead, always sort filesystem listing by name *before* applying the
provided sort order.
I've built a few different versions of this patch, and like this one the
best. The other ones I tried:
1. Adding a `CF_SORT_REVERSE_NAME` and using it everywhere that
`CF_SORT_REVERSE` is used, and replacing all uses of `CF_SORT_NONE` with
`CF_SORT_NAME`. I didn't like this as it was a much larger diff.
2. Adding a `CF_SORT_REVERSE_NAME` to the `scripting.cpp` call for
loading tables. I didn't like this one because this bug can in theory
impact non scripting tables.
Here's a log from Solaris working with the new build:
https://fsnebula.org/log/5d7b4f37cb0d332b3d6b5ed3#True-138
While it might be a reasonable enhancement in the future to build a proper dependency system for lua scripts and tables,
this is a much smaller and easier change, and doesn't require any work from modders.
As per the discussion in https://github.com/scp-fs2open/fs2open.github.com/issues/2092,
if you specify the turn time, these can behave quite weirdly.
Some mods that we don't want to break backwards compatability with use
that mode, but at least we can note the pitfalls in help.
Not sure why we didn't catch this earlier but this should hopefully fix
the crash. The cause was that we constructed an SCP_string from a null
pointer instead of using the empty string as the default.
This will write Mini dumps in the event that the executable causes a
crash. This will allow us to take a closer look at any crashes without
having to reproduce them.
This re-implements the eval_nums function to use C varargs, instead of C++11 template parameter packs. This is necessary because Visual Studio has a bug where template parameter packs corrupt heap memory somehow.
"Cloning" failure was actually being caused by the pilot verification function resetting all pilot info and then not loading controls from the file to replace them.
The Control_Config array would all be set to -1 and then would get written into the file the next time the player was saved, making it seem that the controls were not being copied.
The original and current code would reset controls to defaults when a pilot was created. And it would just let the old controls remain in case of a clone. The above problem would occur just as you hit accept on the bottom of the baracks screen.
Original behavior in Fred was accidentally removed when upgrading the FSO mission parser to keep it from crashing FSO from a bad sexp. But returning false is only necessary in FSO since in FRED, we can fix the error once we know about it.
NaN should propagate through the SEXP tree, but not all SEXPs do this properly. The problem was made worse after I introducted `eval_num()` which silently ignored NaN values. This commit adds new boolean arguments to `eval_num()` to flag NaN results, and changes all calls of `eval_num()` to properly handle the new arguments. Additionally, this adds `eval_nums()` and `eval_array()` functions to more smoothly handle cases where many numbers appear in a row.
Extremely rare bug caused by use of multiple protect from weapon flags. One of the Ai-Turret functions was setting only one of the flags because "else if" was typed instead of "if".
Lab_selected_index must remain unchanged until labviewer_change_model is
called. There the variable is used to determine if a new ship must be
created and updated afterwards.
Coverity spotted this dead code. Looks like the original coder forgot that they had checked for !p already or was a case of mindless copy-pasting code..
Because of
pcode = strchr(p,' ')+1;
it looks like it really is safe to remove.
This allows to mark certain functions or virtvars to be declared as
"deprecated" starting with a specific engine version. What this means is
that a special message will be added to the documentation stating since
when the function is deprecated and can contain an optional message. The
actual enforcement of the deprecation depends on the target version of
the mod so that we can stay backwards compatible.
If the mod supports the version since when the function is deprecated,
it will not be added to the Lua state which means that it doesn't exist
for the calling script. If the targetted version is before the stated
version, the function will still be added to the Lua state.
As the first function to use this feature, I have deprecated
createParticle in the testing library and moved it to the graphics
library with a new name reflecting that it creates a persistent
particle. I also added the corresponding function for adding a
non-persistent particle.
Previously if the 3D_weapon flag was used it would always create a weapon icon and overrride any pre-existing icons the modder would specify. This PR fixes that by adding an extra set of conditionals, which specify if a weapon has an icon file name then it should be used, and if the weapon does not have an `$Anim:` but does have a model then that model should be used if the 3D_weapon flag is enabled.
This PR adds a table entry that allows modders to specify the RGBI values for the damage and emp arc colors (which were previosuly hardcoded).
This option adds the table entry to `Game_settings.tbl` under `#Graphic Settings` with the lines:
```
$EMP Arc Color:
+Primary Color Option 1: rgb
+Primary Color Option 2: rgb
+Secondary Color Option 1: rgb
$Damage Arc Color:
+Primary Color Option 1: rgb
+Primary Color Option 2: rgb
+Secondary Color Option 1: rgb
```
This PR allows modders to set, on a per-ship class basis, the fields for what hull and shiled integrity the AI wingmen send the "Help" message at. One good use case is when ships have low hitpoints, thus now the modder can set AI can call for help sooner then at simply 30% hull.
Current the AI always selects capital+ weapons vs big/huge ships. This
makes the AI take shields into accounts, and not use the weapon if
either the shields are still up, or the weapon isn't good vs shields.
I don't greatly like the magic number 1.33 to determine if a weapon is
good vs shields, I'm happy to take alternative suggestions. I have
checked DE, WoD & BP tables and I don't think this change will affect
any of them (picked them because their either use capital+ weapons or
have shielded capships)
There's one DE weapon that the AI won't select anymore while shields
are up; however its fluff says it's bad vs shields and suggests a
paired shield-breaker so think it should be OK.
FreeSpace: The Great War (Released 1998) and FreeSpace 2 (1999) are mission-based space combat simulators, like X-Wing/TIE Fighter and Wing Commander. Among the greatest games of the genre, they were also effectively the last.
The FreeSpace series follows humanity and their Vasudan allies as they fight to withstand the xenocidal, enigmatic Shivans, a species of unknown origin, vast technological capability, and seemingly limitless malice.
## FreeSpace Open
Thanks to Volition's generosity, we've continued development of FreeSpace 2 as FreeSpace Open, building graphical enhancements to bring the original games up to modern standards, telling new stories set in the FreeSpace universe and original worlds, and creating spectacular total conversions that let players fly in the beloved universes of Babylon 5, Battlestar Galactica, Wing Commander, and Star Wars.
## Hard-Light Productions
HLP is a fan community built on love and open-source code. We're dedicated to bringing modders together and giving them a place to share their own hard work and draw inspiration from the work of others. Thanks to Volition's generosity, we've continued development of FreeSpace 2 as FreeSpace Open, building graphical enhancements to bring the original games up to modern standards, telling new stories set in the FreeSpace universe and original worlds, and creating spectacular total conversions that let players fly in the beloved universes of Babylon 5, Battlestar Galactica, Wing Commander, and Star Wars.
Find us at:
- Our [website](http://www.hard-light.net/) and [forums](http://www.hard-light.net/forums/)
After installing retail FS2, use [Knossos](https://fsnebula.org/knossos/) to upgrade to the most recent release of FSO. Knossos is an advanced mod manager and launcher for FSO.
## Improvements
The new open source game engine has several distingushing features including:
- Linux and Mac OS X support
- OpenGL support
- OpenAL audio support
- Easy mod installation
- OGG support
- Hardware transform, clipping, and lighting
## The FreeSpace Upgrade Project
While the SCP improves the code of the game engine to enable new and exciting features, the FreeSpace Upgrade Project (FSU) creates material that takes advantage of the improved game engine.
The FSU improves the ships, effects, and background elements of FreeSpace 2. Every now and then these improvements are released as a pack called MediaVPs. These assorted improvements enhance the graphics of the game.
While the best way to experience the FSU is by playing the game with it, you can watch this [comparison video](https://www.youtube.com/watch?v=RM1YC_gK-qo) between 1999 and 2019 to have an idea of how much more beautiful FSU makes the game.
^(Much of this content was pulled from existing sources, such as InsaneBaron's "What Is Hard Light Productions" [thread](https://www.hard-light.net/forums/index.php?topic=86650.0), the Wiki's [Getting Started article](https://wiki.hard-light.net/index.php/Getting_started) and more.)
> 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 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
- Full type information output for Lua documentation. Very useful for writing Lua scripts.
- A new -weaponspew command-line option for printing MediaVP-style statistics, plus a weapon comparison spreadsheet, to the debug log.
- Improved ship lookup behavior in SEXPs for improved performance.
- BPTC/BC7 texture compression support
- Refactoring and new features for the ship lab.
- Missile multi-lock. It's finally in an official build!
- Enhancements to the model code in preparation for cool features in 21.2.
- IPv6 support for multiplayer
- A lot of general fixes for multiplayer.
### Deprecated
- Dropped support for Windows XP
- Scripting:
-`ba.getFrametime()`: The parameter value was used incorrectly inside the implementation. To avoid breaking existing scripts and to improve readability this has been split into `ba.getMissionFrametime()` and `ba.getRealFrametime()`.
-`gr.drawMonochromeImage()`: `gr.drawImage()` got a new parameter for drawing monochrome images and is more flexible in general so the monochrome variant is no longer needed.
- With this release we decided to drop the "`3.Major_revision.Minor_revision`" versioning scheme in favor of a year based scheme since the Major and Minor versions did not have much meaning anymore. Instead the scheme will now be "`<year>.<number that is incremented every release>.0`". The last 0 is still there because some of our systems expect that. It will be gone at some point.
### Added
- Full Unicode text support: You can now use non-ASCII characters without having to worry about special fonts and special characters. This is an opt-in mod flag.
- Translation features for making it easier to only distribute one version of a mod which includes all languages.
- OpenAL Soft is included by default in binary distributions of FSO now.
- System for dynamically adding new SEXPs. With this a Lua script can expose functionality to the mission which can be used exactly the same as a standard SEXP with all the usual editing features in FRED.
- Support for displaying decals on the surface of an object.
- Integrated support for the [Discord Rich Presence API](https://discordapp.com/rich-presence).
- New markup based user interface system using [libRocket](https://github.com/libRocket/libRocket).
### Changed
- Exposed the movie player to the scripting API for advanced display features
- Various OpenGL optimizations for better graphics performance:
- Animations now use texture arrays
- Model uniforms get sent to the GPU using uniform buffers for less overhead
- Various other minor changes
- Converted pilot files from custom binary format to JSON
- Replaced Blinn-Phong BRDF with GGX BRDF
### Fixed
- Refactored bitmap slot handling and removed the fixed upper limit on the number of bitmaps. No more bmpman corruption!
- Support for APNG animations: [APNG](https://en.wikipedia.org/wiki/APNG) is a variant of the established PNG format which allows to store animations instead of single frames in a PNG file. This change allows to use these animation files in FSO which significantly improves usability for modders since they no longer have to store all individual frames as separate images.
- Physically-Based Rendering (PBR): This upgrade of our rendering engine allows to use [PBR](https://en.wikipedia.org/wiki/Physically_based_rendering) assets to make models look more realistic and allow more artistic freedom for modders since they have more control over how a model looks. This also added support for HDR lighting which should improve the overall graphics experience.
- Native particle systems: Particles have always been supported by FSO but the effects that could be created by them were very limited. There were some attempts to fix this by using Lua scripting for more advanced features but that suffered from performance issues. With these new particle systems that feature has been integrated directly into the engine which should improve performance and allow for better effects in the future.
- TrueType Font support: [TrueType](https://en.wikipedia.org/wiki/TrueType) fonts improve the text rendering capabilities of FSO by allowing to use freely scaleable font faces instead of the previous bitmap fonts.
### Changed
- We now use SDL2 on all platforms: SDL is a library for abstracting away the differences between different platforms. We now use SDL2 for all platforms which reduces the amount of platform-specific code tremendously and should result in better usability on all platforms. This was a major change that has been in development for several years. Here are a few key features that were added:
- Pilot and configuration data is now stored in the correct location across all platforms (this allows to run FSO on Windows from the Program Files directory without administrator rights)
- All platforms now use the ini files for storing settings. This fixes a lot of issues with the registry on Windows.
- Better support for input devices. Since SDL handles keyboard, mouse and joystick input we now have better support on newer OS versions. Note: This does not mean that we support multiple joysticks (yet). There is ongoing development effort to support this but this release does not have that yet.
- CMake build system generation: This isn't relevant for players but we are now using [CMake](https://en.wikipedia.org/wiki/CMake) for handling compiling our builds. This improves cross-platform support and allows to implement advanced compilation features across multiple platforms. Modders will like the new "FastDebug" builds which are like the previous "Debug" builds but are compiled with all the optimizations of normal Release builds. That should make modding a lot easier since you can now debug your mod with almost the same performance as a Release build.
- Improved shield effects: Rendering of the shields is now handled by special shaders which improves the overall quality of the effects and allows more freedom for future effects.
- Use OpenGL Core Profile for rendering: This is another major graphical upgrade which adds support for the OpenGL Core profile across all platforms (this was also made possible by the SDL2 integration). This upgrade allows us to use more modern rendering techniques and is especially useful for our Linux users who use the open-source Mesa drivers since our shaders failed to compile with those drivers. Now everyone will be able to enjoy the new graphical features added in this and previous releases. This also made some internal changes to how we handle rendering which improves the usability of our rendering engine within our code.
- Use FFmpeg for video & audio decoding: [FFmpeg](https://www.ffmpeg.org/) is a multi-media library which exposes functionality for decoding video and audio files to their raw form so that we can use that data. Thanks to this library we can now play 1080p cutscenes without any stuttering or frame-timing issues. It also allows to use more advanced audio and video codecs such as H.264 for video or Opus for audio.
- WebUI based multiplayer standalone server (for non-Windows platforms)
- Toggle subsytem scanning, scannable, cargo revealed, hidden from sensors, stealth and friendly stealth added to the `alter-ship-flag` SEXP
- Support added to add more languages besides English, French, German and Polish, leading the way to better localization!
-`player-is-cheating` SEXP
- New ship flag to enable smarter AI use of afterburners. Now it can use them while flying waypoints or attacking capital ships (use the `free-afterburner-use` flag with `alter-ship-flag`)
- Experimental configurations to make AVX builds (see [this post](http://www.hard-light.net/forums/index.php?topic=85566.0) for more explanations)
- Frame profiling code, see what exactly is slowing down FreeSpace. (Mostly for devs or coders)
### Changed
- Unstretched interface screens
- Automatically non stretched HUD gauges and simpler modder options for placing HUD gauges
-`show-subtitle-text` can now display messages as well as raw text
- Allow a user-specified number of credit images
- event.log can now snapshot events checked in a frame and record the status of an event the previous time it was checked as well as the current state
- Allow the specification of the positions of medals, callsigns and labels on the medal screen.
- The number of medals is now dynamic!
-`is-facing` now works for things that aren't ships (like waypoints!)
- allowing `fade-in` and `fade-out` sexps to use any color, not just black, white and red.
- Objecttype tables support for deciding how enemies respond to ship classes when disabled
- Allow modders to set a [mood](http://www.hard-light.net/forums/index.php?topic=81991.msg1639770#msg1639770) for builtin messages and then switch the mood for the mission on the fly using a SEXP
- Allow modders to set the chance of builtin messages being sent, how many will be sent per mission and how long is the delay between two messages
- Allow campaigns to be hidden in the campaign and tech rooms ([Game settings.tbl](https://wiki.hard-light.net/index.php/Game_settings.tbl#.23Ignored_Campaign_File_Names))
- Allow mods to set a default campaign ([Game settings.tbl](https://wiki.hard-light.net/index.php/Game_settings.tbl#.24Default_Campaign_File_Name:))
- Split the Locked flag so that you can lock Ships or Weapons on the game loadout screen independently
- Mixed ammo for primary and secondary weapons - [`$Substitute`](http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Substitute:) - Allows you to have a weapon that fires other weapon ammo in a specific pattern (say a Gatling gun with tracers).
- The active support ship limit per side is now dynamic. See [`set-support-ship`](https://wiki.hard-light.net/index.php/SCP_SEXPs#set-support-ship) for more info.
### Fixed
- Various multiplayer SEXP fixes
-`rotating-subsys-set-time` now accelerates properly
- [Fixed a whole heap of memory, logic and coding errors](http://www.hard-light.net/forums/index.php?topic=78044.0) -- using PVS-Studio: C/C++ source code analysis and checking tool
- show-subtitle-text can now display messages as well as raw text - Goober5000
- toggle subsytem scanning, scannable, cargo revealed, hidden from sensors, stealth and friendly stealth added to the alter-ship-flag sexp - karajorma
- Support added to add more languages besides English, French, German and Polish, leading the way to better localization! - karajorma
- event.log can now snapshot events checked in a frame and record the status of an event the previous time it was checked as well as the current state - karajorma
- added a player-is-cheating sexp - The E
- allow a user-specified number of credit images - Goober5000
- allow the specification of the positions of medals, callsigns and labels on the medal screen. - Goober5000
- lua function to check if a ship is warp capable, and access to a ship's auto-aim FOV - zookeeper
- is-facing now works for things that aren't ships (like waypoints!) - zookeeper
- experimental configurations to make AVX builds (see this post for more explainations) - The E
- new ship flag to enable smarter AI use of afterburners. Now it can use them while flying waypoints or attacking capital ships (use the free-afterburner-use flag with alter-ship-flag) - Admiral MS
- the number of medals is now dynamic! - Goober5000
- frame profiling code, see what exactly is slowing down FreeSpace. (Mostly for devs or coders) - Swifty + The E
- allowing fade-in and fade-out sexps to use any color, not just black, white and red. - Goober5000
Before you do anything, make sure you have updated your git submodules, either by running `git submodule update --init --recursive` or by cloning the repository with the `--recursive` flag.<br/>
<br/>
For building you will need [CMake](http://www.cmake.org/cmake/resources/software.html). Version 3.4 is required. Once you have installed CMake you should create a build directory where the project/make files should be created, **do not create them inside the source tree!**<br>
<br>
On Windows you can use the `cmake-gui` executable to get a nice GUI, on Unix just use `cmake`. Use the newly created directory as build directory (change to this directory on Unix) and run cmake. On Windows this can be done by clicking the `Configure` button. Choose your compiler version and hit `Generate` when configuring is done. <br>
Depending on the makefile generator used build the `all` or `ALL_BUILD` target to compile the project.<br>
### Available variables to control the build
*`FSO_BUILD_WXFRED2`: Build the wxfred2 project, requires wxWidgets
*`FSO_FREESPACE_PATH`: Sets the path of your FreeSpace install, can be used to automatically run the generated executables with the correct working directory, this is an optional variable. By default this will use the value of the `FS2PATH` environment variable.
*`FSO_BUILD_TOOLS`: Build some tools related to FSO
*`CMAKE_BUILD_TYPE`: Sets the binary build type between `Debug` and `Release` (default)
#### Windows only variables
*`FSO_BUILD_FRED2`: Build FRED2, requires a Visual Studio version that ships with MFC
*`FSO_USE_SPEECH`: Build a binary with text-to-speech support
*`FSO_USE_VOICEREC`: Build a binary with voice recognition support
#### Advanced variables
You should only use these variables if you know what you're doing
*`FSO_BUILD_INCLUDED_LIBS`: Build libraries from the included source
*`FSO_USE_OPENALSOFT`: Use [OpenALSoft](http://kcat.strangesoft.net/openal.html) for OpenAL support
*`FSO_USE_LUAJIT`: Use [luajit](http://luajit.org/) as a replacement for lua
*`FSO_DEVELOPMENT_MODE`: Toggles some development behavior, only use if you really need it.
*`FSO_RUN_ARGUMENTS`: If you run an executable from within the project, these arguments will also be passed to the executable
*`FSO_BUILD_POSTFIX`: Sets a postfix to be added to the executable name, may be useful for release candidates.
#### Visual Studio specific variables
*`MSVC_USE_RUNTIME_DLL`: Use the DLL version of the runtime, experimental and not well tested.
*`MSVC_SIMD_INSTRUCTIONS`: The instruction set the executables will be optimized for.
### Generating an installation package
CMake can automatically generate installation packages of the project. To do this you will just need to run the `package` target of the build system and the package will be placed inside your build directory. On Windows you will have to install [NSIS](http://nsis.sourceforge.net/Main_Page) to use this.
The main instructions for building can be found at our github wiki, on the [Building](https://github.com/scp-fs2open/fs2open.github.com/wiki/Building) page.
####The goal of this file is simply to offer a comprehensive checklist of things we must check when updating the documentation.
1. Changelog:
- Is [Changelog.md](https://github.com/scp-fs2open/fs2open.github.com/blob/master/Changelog.md) up-to-date with the latest release?
- Is it in the proper [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) format?
2. Build instructions:
- If a programmer who never built FSO before read the build instruction at [Readme.md](https://github.com/scp-fs2open/fs2open.github.com/blob/master/Readme.md), would they manage to build FSO?
- Is the information in the file up-to-date regarding other matters (such as versions of tools mentioned, links to other guides, etc.)?
- Is the information in the [Building](https://github.com/scp-fs2open/fs2open.github.com/wiki/Building) article, and its sub-articles, still up-to-date?
3. Forums:
- Does the [Forum](https://www.hard-light.net/forums/index.php?board=50.0) contain enough clear information to help a new developer find their way into the up-to-date instructions?
- Is there anything that might mislead a new developer to stumble onto old tools, dead links and/or old versions of the project?
4. General documentation files:
- Is the information in the following files up-to-date?
- [About.md](https://github.com/scp-fs2open/fs2open.github.com/blob/master/About.md) (Should contain general information about FS, FS2, HLP, FSO and FSU)
- [Authors.md](https://github.com/scp-fs2open/fs2open.github.com/blob/master/Authors.md) (Should contain information about the original developers, a way to see FSO's contributors, and special thanks to Volition and Dave Baranec)
- [Copying.md](https://github.com/scp-fs2open/fs2open.github.com/blob/master/Copying.md) (Should contain Volition's Copyright terms and a way to check FSO's Licensing info)
"""! Retrieves the version string from version_override.cmake (and version.cmake)
@param[in] `date_version` Date this build is published for release
@param[in] `tag_name` Tag of this release, used to determine if release, rc, or nightly
@return If release: `FSO_VERSION_MAJOR.FSO_VERSION_MINOR.FSO_VERSION_BUILD`
@return If rc: `FSO_VERSION_MAJOR.FSO_VERSION_MINOR.FSO_VERSION_BUILD-FSO_VERSION_REVISION_STR`
@return If nightly: `FSO_VERSION_MAJOR.FSO_VERSION_MINOR.FSO_VERSION_BUILD-FSO_VERSION_REVISION_STR` (uses both version_override.cmake and version.cmake)
@note This is the version used to identify in Nebula and the forums. version_override.cmake is used for the builds
made by CI tools and version.cmake is used for builds made by devs.
print("ERROR: Couldn't find tag %s in repo (git show-ref)!"%tag_name)
sys.exit(1)
# Populate version and date
date=datetime.now()##!< current date
version=get_source_version(date.strftime(DATEFORMAT_VERSION),tag_name)##!< form full version string
# find the previous tag release (used by nightly)
tags=check_output(("git","for-each-ref","--sort=-taggerdate","--format='%(tag)'","refs/tags"),text=True).splitlines()# retrieve all tags in the repo by using git on the shell
# NOTE: check_output returns canonical string representation. use repr() on strings its being compared to
previous_tag=None
found=False
fortagintags:
iffound:
# Look for the "previous" tag with the same configuration ('release_' or 'nightly_')
# Assumes older tags have a higher index than newer
iftag.startswith("\'"+sys.argv[1]+"_"):
previous_tag=tag
break
eliftag==repr(tag_name):
# Ok, found the tag
found=True
ifnotfound:
# couldn't find tag, bail
print("ERROR: Couldn't find tag %s in repo! (git for-each-ref)"%tag_name)
sys.exit(1)
if(sys.argv[1]=="nightly")and(notprevious_tag):
# couldn't find previous tag, bail
print("ERROR: Could not find a previous tag for %s!"%tag_name)
Deprecations are a mechanism in FSO where a certain feature or aspect of the engine has changed or is no longer supported. Since this would normally break existing mods we have the mod table feature "[tt]$Target Version:[/tt]" with which a mod can specify what version of FSO it was developed with. The features listed above will be removed or changed when the target version of a mod is at least the version released in this post.
[b]All platforms: [/b] For every day use, we recommend [url=https://www.hard-light.net/forums/index.php?topic=94068.0]Knossos[/url], an integrated solution for downloading and launching mods.
[hidden=Alternative Launchers]
Cross-platform: [url=http://www.hard-light.net/forums/index.php?topic=89162]wxLauncher 0.12.x Test Build[/url] (ongoing project for a unified launcher, you should upgrade to the latest RC/test build if you have not yet)
[b]Important:[/b] For best compatibility with FSO 3.8 and later you should use at least wxLauncher 0.12.
Windows: [url=http://scp.fsmods.net/files/Launcher55g.zip]Launcher 5.5g[/url] ([url=http://scp.indiegames.us/builds/Launcher55g.zip]Mirror[/url]) ([url=http://www.mediafire.com/?wdvzn7hhhzh418m]Mirror[/url]) Not compatible with Windows 8+, use wxLauncher above
OS X: Soulstorm's [url=http://www.hard-light.net/forums/index.php/topic,51391.0.html]OS X Launcher 3.0[/url]
Linux: [url=http://www.hard-light.net/forums/index.php/topic,53206.0.html]YAL[/url] or [url=http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Graphics_Settings]by hand[/url] or whatever you can figure out.[/hidden]
[size=8pt]This one is based on the AVX Optimizations from the MSVC Compiler.[/size]
[b]What are those SSE, SSE2 and AVX builds I keep seeing everywhere?[/b]
[url=http://www.hard-light.net/forums/index.php?topic=65628.0]Your answer is in this topic.[/url]
Don't want to deal with that? Use [url=https://www.hard-light.net/forums/index.php?topic=94068.0]Knossos[/url] and it will download the best build specifically for your PC!
[size=8pt]Compiled with Ubuntu 16.04 LTS 64-bit, GCC 5[/size]
${build(groups["Linux"].mainFile)}
These builds use a mechanism called [url=http://appimage.org/]AppImage[/url] which should allow these builds to run on most Linux distributions. However, we recommend that you compile your own builds which will result in less issues.
Alternatively, if there is a package in your software repository then you should use that. If you are the maintainer of such a package for a distribution then let us know and we will include that here.
[b][color=red]Not available[/color][/b] We recently lost access to our Mac CI environment which we usually used for compiling these builds so for the time being, there will be no builds for this OS.
[hidden=TrackIR Users]
[size=12pt]Important!![/size]
An external DLL is required for FSO to use TrackIR functions. The following DLL is simply unpacked in to your main FreeSpace2 root dir.
[li][url=https://github.com/scp-fs2open/fs2open.github.com/issues]Github issues[/url] and [url=https://github.com/scp-fs2open/fs2open.github.com/pulls]pending pull requests[/url][/li]
[li]See the list of [url=http://scp.indiegames.us/mantis/search.php?project_id=1&status_id%5B%5D=10&status_id%5B%5D=20&status_id%5B%5D=30&status_id%5B%5D=40&status_id%5B%5D=50&priority_id%5B%5D=40&priority_id%5B%5D=50&priority_id%5B%5D=60&sticky_issues=on&sortby=last_updated&dir=DESC&per_page=200&hide_status_id=-2]Fix for next release[/url] bugs - mark a bug as an elevated priority (high, urgent, immediate) to get it included in that filter.[/li]
$<$<CONFIG:Release>:/wd4101># In release mode there are unreferenced variables because debug needs them
/wd4995# "'vsprintf': name was marked as #pragma deprecated" is being caused by our custom definition of vsprintf. I have no idea what causes this or how to fix it - m!m
/wd4723# "potential divide by 0" is caused by some code that definitely will not divide by zero - m!m
/wd4121# "alignment of a member was sensitive to packing" happens in a Windows header - m!m
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