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Implemented proper ScriptAsset execution on load
Implemented script dependency handling Added test-case of script dependency handling in ExampleModule Cleanup of redundant getSceneCount calls Properly get scene count in callGamemodeFunction Remove unneeded TODO comment in shaders Converted onMissionEnded gamemode func call to use callGameModeFunction function Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that Correct import settings typoe so image suffixes are read correctly Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing Added handling for reading in PBR maps and creating a composite image + asset Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor Added ability to create new Cubemap asset in Asset Browser
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28 changed files with 1325 additions and 746 deletions
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@ -6,7 +6,7 @@
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//else.
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function ExampleModule::onCreate(%this)
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{
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%bool = true;
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}
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//Similar to the create function, this is defined in thye module file, and called
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@ -51,7 +51,7 @@ function ExampleModule::onCreateGameServer(%this)
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//onServerCreated(), it loads the datablocks via this array, and when when the server goes
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//to pass data to the client, it iterates over this list and processes it, ensuring all datablocks
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//are the most up to date possible for transmission to the connecting client
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%this.registerDatablock("./datablocks/ExampleDatablock.cs");
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//%this.registerDatablock("./datablocks/ExampleDatablock.cs");
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}
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//This is called when a game session server is destroyed, when the game shuts down. It's called from
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@ -69,6 +69,8 @@ function ExampleModule::onDestroyGameServer(%this)
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//and the like
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function ExampleModule::initClient(%this)
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{
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AssetDatabase.acquireAsset("ExampleModule:exampleDatablock");
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//client scripts
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//Here, we exec out keybind scripts so the player is able to move when they get into a game
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exec("./scripts/default.keybinds.cs");
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