- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.

- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
This commit is contained in:
JeffR 2025-05-25 07:40:10 -05:00
parent 70502d1b0f
commit bb7ee38bf4
33 changed files with 978 additions and 237 deletions

View file

@ -10,6 +10,8 @@
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "gui/editor/inspector/group.h"
#include "gui/worldEditor/editor.h"
#include "math/mathIO.h"
#include "T3D/gameBase/gameBase.h"
bool SubScene::smTransformChildren = false;
@ -32,7 +34,9 @@ SubScene::SubScene() :
mTickPeriodMS(1000),
mCurrTick(0),
mGlobalLayer(false),
mSaving(false)
mSaving(false),
mUseSeparateLoadBounds(false),
mLoadBounds(Point3F::One)
{
mNetFlags.set(Ghostable | ScopeAlways);
@ -70,6 +74,8 @@ void SubScene::initPersistFields()
INITPERSISTFIELD_SUBSCENEASSET(SubScene, SubScene, "The subscene asset to load.");
addField("tickPeriodMS", TypeS32, Offset(mTickPeriodMS, SubScene), "evaluation rate (ms)");
addField("gameModes", TypeGameModeList, Offset(mGameModesNames, SubScene), "The game modes that this subscene is associated with.");
addField("UseSeparateLoadBounds", TypeBool, Offset(mUseSeparateLoadBounds, SubScene), "If true, this subscene will utilize a separate bounds for triggering loading/unloading than it's object bounds");
addField("LoadBounds", TypePoint3F, Offset(mLoadBounds, SubScene), "If UseSeparateLoadBounds is true, this subscene will use this value to set up the load/unload bounds");
endGroup("SubScene");
addGroup("LoadingManagement");
@ -113,6 +119,11 @@ U32 SubScene::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
U32 retMask = Parent::packUpdate(conn, mask, stream);
stream->writeFlag(mGlobalLayer);
if(stream->writeFlag(mUseSeparateLoadBounds))
{
mathWrite(*stream, mLoadBounds);
}
return retMask;
}
@ -123,6 +134,11 @@ void SubScene::unpackUpdate(NetConnection* conn, BitStream* stream)
mGlobalLayer = stream->readFlag();
mUseSeparateLoadBounds = stream->readFlag();
if(mUseSeparateLoadBounds)
{
mathRead(*stream, &mLoadBounds);
}
}
void SubScene::onInspect(GuiInspector* inspector)
@ -220,7 +236,21 @@ bool SubScene::testBox(const Box3F& testBox)
bool passes = mGlobalLayer;
if (!passes)
passes = getWorldBox().isOverlapped(testBox);
{
if(mUseSeparateLoadBounds)
{
Box3F loadBox = Box3F(-mLoadBounds.x, -mLoadBounds.y, -mLoadBounds.z,
mLoadBounds.x, mLoadBounds.y, mLoadBounds.z);
loadBox.setCenter(getPosition());
passes = loadBox.isOverlapped(testBox);
}
else
{
passes = getWorldBox().isOverlapped(testBox);
}
}
if (passes)
passes = evaluateCondition();
@ -268,6 +298,9 @@ void SubScene::processTick(const Move* move)
void SubScene::_onFileChanged(const Torque::Path& path)
{
if (gEditingMission)
return;
if(mSubSceneAsset.isNull() || Torque::Path(mSubSceneAsset->getLevelPath()) != path)
return;
@ -426,7 +459,7 @@ void SubScene::unload()
}
bool SubScene::save()
bool SubScene::save(const String& filename)
{
if (!isServerObject())
return false;
@ -451,6 +484,9 @@ bool SubScene::save()
StringTableEntry levelPath = mSubSceneAsset->getLevelPath();
if (filename.isNotEmpty())
levelPath = StringTable->insert(filename.c_str());
FileStream fs;
fs.open(levelPath, Torque::FS::File::Write);
fs.close();
@ -547,8 +583,26 @@ void SubScene::renderObject(ObjectRenderInst* ri,
//Box3F scale = getScale()
//Box3F bounds = Box3F(-m)
if(mUseSeparateLoadBounds && !mGlobalLayer)
{
Box3F loadBounds = Box3F(-mLoadBounds.x, -mLoadBounds.y, -mLoadBounds.z,
mLoadBounds.x, mLoadBounds.y, mLoadBounds.z);
//bounds.setCenter(getPosition());
ColorI loadBoundsColor = ColorI(200, 200, 100, 50);
drawer->drawCube(desc, loadBounds, loadBoundsColor);
// Render wireframe.
desc.setFillModeWireframe();
drawer->drawCube(desc, loadBounds, ColorI::BLACK);
desc.setFillModeSolid();
}
Point3F scale = getScale();
Box3F bounds = Box3F(-scale/2, scale/2);
Box3F bounds = Box3F(-scale / 2, scale / 2);
ColorI boundsColor = ColorI(135, 206, 235, 50);
@ -565,10 +619,11 @@ void SubScene::renderObject(ObjectRenderInst* ri,
drawer->drawCube(desc, bounds, ColorI::BLACK);
}
DefineEngineMethod(SubScene, save, bool, (),,
"Save out the subScene.\n")
DefineEngineMethod(SubScene, save, bool, (const char* filename), (""),
"Save out the subScene.\n"
"@param filename (optional) If empty, the subScene will save to it's regular asset path. If defined, it will save out to the filename provided")
{
return object->save();
return object->save(filename);
}