Fix weapon object options menu in F3 Lab#7182
Merged
wookieejedi merged 1 commit intoscp-fs2open:masterfrom Jan 16, 2026
Merged
Conversation
Member
|
Thanks for the fix! Given the elongated RC phase and desire by the community to have 25.0 out the door (including allowing long-standing things like QT-FRED to continue), SCP devs reckon this will be a great PR to include in a point-release for 25.0 :) |
Member
|
Update, given we do need another RC b/c of a regression fix PR, we are tagging this with 25.0 |
wookieejedi
approved these changes
Jan 15, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fixes #7178 by making the menu builder for weapons less stringent. None of the options, currently, need the lab to be safe for weapons as they simple toggle lab bools or show class data. Like asteroids below it, if controls are added in the future that need a weapon-safe environment they can add the check specifically before adding those menu items.
What is happening here that's causing the bug is that isSafeForWeapons() checks that the current object is either OBJ_WEAPON or OBJ_BEAM but tech models are OBJ_RAW_POF. IIRC the upcoming Props PR also uses OBJ_RAW_POF for things so adding that object type to isSafeForWeapons() would only be a temporary fix anyway.