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https://github.com/TorqueGameEngines/Torque3D.git
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fill in the validated variables
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184 changed files with 1359 additions and 1216 deletions
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@ -24,6 +24,7 @@
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#include "sim/netConnection.h"
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#include "core/stream/bitStream.h"
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#include "core/module.h"
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#include "console/typeValidators.h"
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IMPLEMENT_CO_DATABLOCK_V1( SFXEnvironment );
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@ -145,51 +146,51 @@ void SFXEnvironment::initPersistFields()
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docsURL;
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addGroup( "Reverb" );
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addField("reverbDensity", TypeF32, Offset(mReverb.flDensity, SFXEnvironment),
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addFieldV("reverbDensity", TypeRangedF32, Offset(mReverb.flDensity, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Density of reverb environment.");
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addField("reverbDiffusion", TypeF32, Offset(mReverb.flDiffusion, SFXEnvironment),
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addFieldV("reverbDiffusion", TypeRangedF32, Offset(mReverb.flDiffusion, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Environment diffusion.");
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addField("reverbGain", TypeF32, Offset(mReverb.flGain, SFXEnvironment),
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addFieldV("reverbGain", TypeRangedF32, Offset(mReverb.flGain, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb Gain Level.");
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addField("reverbGainHF", TypeF32, Offset(mReverb.flGainHF, SFXEnvironment),
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addFieldV("reverbGainHF", TypeRangedF32, Offset(mReverb.flGainHF, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb Gain to high frequencies");
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addField("reverbGainLF", TypeF32, Offset(mReverb.flGainLF, SFXEnvironment),
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addFieldV("reverbGainLF", TypeRangedF32, Offset(mReverb.flGainLF, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb Gain to high frequencies");
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addField("reverbDecayTime", TypeF32, Offset(mReverb.flDecayTime, SFXEnvironment),
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addFieldV("reverbDecayTime", TypeRangedF32, Offset(mReverb.flDecayTime, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Decay time for the reverb.");
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addField("reverbDecayHFRatio", TypeF32, Offset(mReverb.flDecayHFRatio, SFXEnvironment),
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addFieldV("reverbDecayHFRatio", TypeRangedF32, Offset(mReverb.flDecayHFRatio, SFXEnvironment), &CommonValidators::PositiveFloat,
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"High frequency decay time ratio.");
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addField("reverbDecayLFRatio", TypeF32, Offset(mReverb.flDecayLFRatio, SFXEnvironment),
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addFieldV("reverbDecayLFRatio", TypeRangedF32, Offset(mReverb.flDecayLFRatio, SFXEnvironment), &CommonValidators::PositiveFloat,
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"High frequency decay time ratio.");
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addField("reflectionsGain", TypeF32, Offset(mReverb.flReflectionsGain, SFXEnvironment),
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addFieldV("reflectionsGain", TypeRangedF32, Offset(mReverb.flReflectionsGain, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reflection Gain.");
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addField("reflectionDelay", TypeF32, Offset(mReverb.flReflectionsDelay, SFXEnvironment),
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addFieldV("reflectionDelay", TypeRangedF32, Offset(mReverb.flReflectionsDelay, SFXEnvironment), &CommonValidators::PositiveFloat,
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"How long to delay reflections.");
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addField("reflectionsPan", TypeF32, Offset(mReverb.flReflectionsPan, SFXEnvironment), 3,
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addFieldV("reflectionsPan", TypeRangedF32, Offset(mReverb.flReflectionsPan, SFXEnvironment), &CommonValidators::F32Range, 3,
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"Reflection reverberation panning vector.");
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addField("lateReverbGain", TypeF32, Offset(mReverb.flLateReverbGain, SFXEnvironment),
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addFieldV("lateReverbGain", TypeRangedF32, Offset(mReverb.flLateReverbGain, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Late reverb gain amount.");
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addField("lateReverbDelay", TypeF32, Offset(mReverb.flLateReverbDelay, SFXEnvironment),
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addFieldV("lateReverbDelay", TypeRangedF32, Offset(mReverb.flLateReverbDelay, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Late reverb delay time.");
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addField("lateReverbPan", TypeF32, Offset(mReverb.flLateReverbPan, SFXEnvironment), 3,
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addFieldV("lateReverbPan", TypeRangedF32, Offset(mReverb.flLateReverbPan, SFXEnvironment), &CommonValidators::F32Range, 3,
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"Late reverberation panning vector.");
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addField("reverbEchoTime", TypeF32, Offset(mReverb.flEchoTime, SFXEnvironment),
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addFieldV("reverbEchoTime", TypeRangedF32, Offset(mReverb.flEchoTime, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb echo time.");
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addField("reverbEchoDepth", TypeF32, Offset(mReverb.flEchoDepth, SFXEnvironment),
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addFieldV("reverbEchoDepth", TypeRangedF32, Offset(mReverb.flEchoDepth, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb echo depth.");
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addField("reverbModTime", TypeF32, Offset(mReverb.flModulationTime, SFXEnvironment),
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addFieldV("reverbModTime", TypeRangedF32, Offset(mReverb.flModulationTime, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb Modulation time.");
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addField("reverbModDepth", TypeF32, Offset(mReverb.flModulationDepth, SFXEnvironment),
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addFieldV("reverbModDepth", TypeRangedF32, Offset(mReverb.flModulationDepth, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb Modulation time.");
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addField("airAbsorbtionGainHF", TypeF32, Offset(mReverb.flAirAbsorptionGainHF, SFXEnvironment),
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addFieldV("airAbsorbtionGainHF", TypeRangedF32, Offset(mReverb.flAirAbsorptionGainHF, SFXEnvironment), &CommonValidators::PositiveFloat,
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"High Frequency air absorbtion");
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addField("reverbHFRef", TypeF32, Offset(mReverb.flHFReference, SFXEnvironment),
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addFieldV("reverbHFRef", TypeRangedF32, Offset(mReverb.flHFReference, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb High Frequency Reference.");
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addField("reverbLFRef", TypeF32, Offset(mReverb.flLFReference, SFXEnvironment),
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addFieldV("reverbLFRef", TypeRangedF32, Offset(mReverb.flLFReference, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Reverb Low Frequency Reference.");
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addField("roomRolloffFactor", TypeF32, Offset(mReverb.flRoomRolloffFactor, SFXEnvironment),
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addFieldV("roomRolloffFactor", TypeRangedF32, Offset(mReverb.flRoomRolloffFactor, SFXEnvironment), &CommonValidators::PositiveFloat,
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"Rolloff factor for reverb.");
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addField("decayHFLimit", TypeS32, Offset(mReverb.iDecayHFLimit, SFXEnvironment),
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addFieldV("decayHFLimit", TypeRangedS32, Offset(mReverb.iDecayHFLimit, SFXEnvironment), &CommonValidators::PositiveInt,
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"High Frequency decay limit.");
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endGroup("Reverb");
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