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Open source bridge simulator. Build with the SeriousProton engine.

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- Adds SpaceShip:getBeamWeaponDamageType(), SpaceShip:getBeamWeaponTexture() scripting functions - Handles impulse_max_reverse_speed in setImpulseMaxSpeed exports (fixes #1891) - Adds setAcceleration export - Splits setBeamWeapon and setBeamWeaponTurret export conditions - Adds setBeamWeaponTexture, setBeamWeaponEnergyPerFire, setBeamWeaponHeatPerFire,...

PlayerSpaceship has redundant getter/setter functions for energy: - `getEnergyLevel()` - `setEnergyLevel()` - `getEnergyLevelMax()` - `setEnergyLevelMax()` Deprecate these in favor of the parent SpaceShip class's functions: - `getEnergy()` - `setEnergy()` -...

Add getters for current/active and requested impulse, jump, warp, and combat maneuver values. Towards #1833.

Steps to reproduce: 1. Send a log-filling set of `addToShipLog` calls to a PlayerSpaceship during a scenario via the exec.lua HTTP API endpoint: ```lua for i=1,100,1 do player:addToShipLog("ack", "yellow") end...

PR #1938 revealed that a GuiAdvancedScrollText element with a large-enough number of entries (ca. 1,000-1,500 in my testing) sees performance degrade dramatically. For me, an expanded Ship's Log view dipped...

Splitting from #1926. @hemmond: > Second idea: When spawning ships in GM interface, could we have more filters than just NPC/Player ships? For example by class? Science database has it,...

Like the Tweak menu for ships, but for traits settable on non-ship objects, such as scanning parameters, description, faction, and callsign. While all of these are accessible via scripts or...

I wonder if it would be possible to add GM input dialogue. My idea is something along the lines of `addGMMessage`, where that message will get string from GM (similar...

I'd recommend adding ship category for Freighters and Ktlitan ships. As of now, Freighters are in "Corvette" category and Ktlitan ships are in "No class" category. I don't believe freighters...