- 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

@ -156,7 +156,7 @@ function loadMissionStage3()
function GameBase::onCreateGame(%this)
{
%db = %this.getDatablock();
if (%db.isMethod("onCreateGame"))
if (isObject(%db) && %db.isMethod("onCreateGame"))
{
%db.onCreateGame(%this);
}

View file

@ -1199,140 +1199,169 @@ function AutodetectGraphics()
%intel = ( strstr( strupr( getDisplayDeviceInformation() ), "INTEL" ) != -1 ) ? true : false;
%videoMem = GFXCardProfilerAPI::getVideoMemoryMB();
if ( %shaderVer < 2.0 )
{
echo("Your video card does not meet the minimum requirment of shader model 2.0.");
}
if ( %shaderVer < 3.0 || %intel )
//Is this a steamdeck?
if(startsWith(getDisplayDeviceInformation(), "AMD Custom GPU 0405"))
{
// Allow specular and normals for 2.0a and 2.0b
if ( %shaderVer > 2.0 )
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
else
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
}
//If we're on a steamdeck, we can specifically calibrate settings for the platform here
MeshQualityGroup.applySetting("Medium");
TextureQualityGroup.applySetting("Medium");
GroundCoverDensityGroup.applySetting("Medium");
DecalLifetimeGroup.applySetting("Medium");
TerrainQualityGroup.applySetting("Medium");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Low");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("4x");
AntiAliasingOptionsGroup.applySetting("SMAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
}
else
{
if ( %videoMem > 1000 )
{
MeshQualityGroup.applySetting("High");
TextureQualityGroup.applySetting("High");
GroundCoverDensityGroup.applySetting("High");
DecalLifetimeGroup.applySetting("High");
TerrainQualityGroup.applySetting("High");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("High");
SoftShadowList.applySetting("High");
//Should this default to on in ultra settings?
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("16x");
AntiAliasingOptionsGroup.applySetting("SMAA High");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("On");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
if ( %shaderVer < 2.0 )
{
echo("Your video card does not meet the minimum requirment of shader model 2.0.");
}
else if ( %videoMem > 400 || %videoMem == 0 )
if ( %shaderVer < 3.0 || %intel )
{
MeshQualityGroup.applySetting("Medium");
TextureQualityGroup.applySetting("Medium");
GroundCoverDensityGroup.applySetting("Medium");
DecalLifetimeGroup.applySetting("Medium");
TerrainQualityGroup.applySetting("Medium");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("Medium");
SoftShadowList.applySetting("Low");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("4x");
AntiAliasingOptionsGroup.applySetting("SMAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
if ( %videoMem == 0 )
echo("Torque was unable to detect available video memory. Applying 'Medium' quality.");
}
// Allow specular and normals for 2.0a and 2.0b
if ( %shaderVer > 2.0 )
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
else
{
MeshQualityGroup.applySetting("Lowest");
TextureQualityGroup.applySetting("Lowest");
GroundCoverDensityGroup.applySetting("Lowest");
DecalLifetimeGroup.applySetting("None");
TerrainQualityGroup.applySetting("Lowest");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("Off");
ParallaxOptionsGroup.applySetting("Off");
TrueWaterReflectionsOptionsGroup.applySetting("Off");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
}
else
{
MeshQualityGroup.applySetting("Low");
TextureQualityGroup.applySetting("Low");
GroundCoverDensityGroup.applySetting("Low");
DecalLifetimeGroup.applySetting("Low");
TerrainQualityGroup.applySetting("Low");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("FXAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
if ( %videoMem > 1000 )
{
MeshQualityGroup.applySetting("High");
TextureQualityGroup.applySetting("High");
GroundCoverDensityGroup.applySetting("High");
DecalLifetimeGroup.applySetting("High");
TerrainQualityGroup.applySetting("High");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("High");
SoftShadowList.applySetting("High");
//Should this default to on in ultra settings?
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("16x");
AntiAliasingOptionsGroup.applySetting("SMAA High");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("On");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
}
else if ( %videoMem > 400 || %videoMem == 0 )
{
MeshQualityGroup.applySetting("Medium");
TextureQualityGroup.applySetting("Medium");
GroundCoverDensityGroup.applySetting("Medium");
DecalLifetimeGroup.applySetting("Medium");
TerrainQualityGroup.applySetting("Medium");
ShaderQualityGroup.applySetting("High");
ShadowQualityList.applySetting("Medium");
SoftShadowList.applySetting("Low");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("4x");
AntiAliasingOptionsGroup.applySetting("SMAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("On");
PostFXVignetteOptionsGroup.applySetting("On");
PostFXLightRayOptionsGroup.applySetting("On");
if ( %videoMem == 0 )
echo("Torque was unable to detect available video memory. Applying 'Medium' quality.");
}
else
{
MeshQualityGroup.applySetting("Low");
TextureQualityGroup.applySetting("Low");
GroundCoverDensityGroup.applySetting("Low");
DecalLifetimeGroup.applySetting("Low");
TerrainQualityGroup.applySetting("Low");
ShaderQualityGroup.applySetting("Low");
ShadowQualityList.applySetting("None");
SoftShadowList.applySetting("Off");
$pref::Shadows::useShadowCaching = true;
AnisotropicFilterOptionsGroup.applySetting("None");
AntiAliasingOptionsGroup.applySetting("FXAA");
ParallaxOptionsGroup.applySetting("On");
TrueWaterReflectionsOptionsGroup.applySetting("On");
PostFXSSAOOptionsGroup.applySetting("Off");
PostFXDOFOptionsGroup.applySetting("Off");
PostFXVignetteOptionsGroup.applySetting("Off");
PostFXLightRayOptionsGroup.applySetting("Off");
}
}
}