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https://github.com/TorqueGameEngines/Torque3D.git
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review notes from Az
Should render fallback for namedTarget if namedTarget fails Add safety around namedtarget getTexture to stop assert Missing assets should revert to fallback image and print a warning to console Remove REFACTOR tag from all macros.
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b707b2e2b7
commit
73ad92b757
60 changed files with 189 additions and 164 deletions
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@ -148,7 +148,7 @@ void ParticleData::initPersistFields()
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{
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docsURL;
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addGroup("Basic");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Texture, ParticleData, "Texture to use for this particle.");
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INITPERSISTFIELD_IMAGEASSET(Texture, ParticleData, "Texture to use for this particle.");
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addField("useInvAlpha", TYPEID< bool >(), Offset(useInvAlpha, ParticleData),
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"@brief Controls how particles blend with the scene.\n\n"
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"If true, particles blend like ParticleBlendStyle NORMAL, if false, "
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@ -233,7 +233,7 @@ void ParticleData::initPersistFields()
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endGroup("Over Time");
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addGroup("AFX");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(TextureExt, ParticleData, "");
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INITPERSISTFIELD_IMAGEASSET(TextureExt, ParticleData, "");
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addField("constrainPos", TypeBool, Offset(constrain_pos, ParticleData));
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addFieldV("angle", TypeRangedF32, Offset(start_angle, ParticleData), &CommonValidators::DegreeRange);
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addFieldV("angleVariance", TypeRangedF32, Offset(angle_variance, ParticleData), &CommonValidators::DegreeRange);
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@ -86,7 +86,7 @@ class ParticleData : public SimDataBlock
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StringTableEntry animTexFramesString;
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Vector<U8> animTexFrames;
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DECLARE_IMAGEASSET_REFACTOR(ParticleData, Texture, GFXStaticTextureSRGBProfile)
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DECLARE_IMAGEASSET(ParticleData, Texture, GFXStaticTextureSRGBProfile)
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static bool protectedSetSizes(void* object, const char* index, const char* data);
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static bool protectedSetTimes(void* object, const char* index, const char* data);
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@ -114,7 +114,7 @@ public:
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F32 spinBias;
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bool randomizeSpinDir;
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public:
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DECLARE_IMAGEASSET_REFACTOR(ParticleData, TextureExt,GFXStaticTextureSRGBProfile)
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DECLARE_IMAGEASSET(ParticleData, TextureExt,GFXStaticTextureSRGBProfile)
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bool constrain_pos;
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F32 start_angle;
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@ -142,7 +142,7 @@ void PrecipitationData::initPersistFields()
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docsURL;
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INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
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INITPERSISTFIELD_IMAGEASSET(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
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"The drop texture can contain several different drop sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each drop.");
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@ -150,7 +150,7 @@ void PrecipitationData::initPersistFields()
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addField( "dropShader", TypeString, Offset(mDropShaderName, PrecipitationData),
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"The name of the shader used for raindrops." );
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
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INITPERSISTFIELD_IMAGEASSET(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
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"The splash texture can contain several different splash sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each splash.");
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@ -49,11 +49,11 @@ class PrecipitationData : public GameBaseData
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DECLARE_SOUNDASSET(PrecipitationData, Sound);
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DECLARE_ASSET_SETGET(PrecipitationData, Sound);
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DECLARE_IMAGEASSET_REFACTOR(PrecipitationData, Drop, GFXStaticTextureSRGBProfile) ///< Texture for drop particles
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DECLARE_IMAGEASSET(PrecipitationData, Drop, GFXStaticTextureSRGBProfile) ///< Texture for drop particles
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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DECLARE_IMAGEASSET_REFACTOR(PrecipitationData, Splash, GFXStaticTextureSRGBProfile) ///< Texture for splash particles
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DECLARE_IMAGEASSET(PrecipitationData, Splash, GFXStaticTextureSRGBProfile) ///< Texture for splash particles
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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@ -128,7 +128,7 @@ void SplashData::initPersistFields()
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addFieldV("times", TypeRangedF32, Offset(times, SplashData), &CommonValidators::NormalizedFloat, NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
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addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
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INITPERSISTFIELD_IMAGEASSET_ARRAY_REFACTOR(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
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INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, NUM_TEX, SplashData, "Image to use as the texture for the splash effect.\n");
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addFieldV("texWrap", TypeRangedF32, Offset(texWrap, SplashData), &CommonValidators::NormalizedFloat, "Amount to wrap the texture around the splash ring, 0.0f - 1.0f.\n");
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addFieldV("texFactor", TypeRangedF32, Offset(texFactor, SplashData), &CommonValidators::NormalizedFloat, "Factor in which to apply the texture to the splash ring, 0.0f - 1.0f.\n");
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@ -122,7 +122,7 @@ public:
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F32 times[ NUM_TIME_KEYS ];
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LinearColorF colors[ NUM_TIME_KEYS ];
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DECLARE_IMAGEASSET_ARRAY_REFACTOR(SplashData, Texture, GFXStaticTextureSRGBProfile, NUM_TEX)
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DECLARE_IMAGEASSET_ARRAY(SplashData, Texture, GFXStaticTextureSRGBProfile, NUM_TEX)
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ExplosionData* explosion;
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S32 explosionId;
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