Commit graph

1570 commits

Author SHA1 Message Date
Sir-Skurpsalot
b49481dfbf
Update player.h 2026-06-24 22:32:02 -06:00
Sir-Skurpsalot
6e98dd6d03
Update player.cpp 2026-06-24 22:31:11 -06:00
Sir-Skurpsalot
8f99b9004e
Update player.cpp 2026-06-24 20:32:37 -06:00
Sir-Skurpsalot
a1c49b82c7
Update player.h 2026-06-24 17:49:39 -06:00
Sir-Skurpsalot
fa6e293561
Update player.cpp 2026-06-24 17:46:58 -06:00
Sir-Skurpsalot
405f458e17
Update player.h 2026-06-24 17:31:46 -06:00
Sir-Skurpsalot
019d0b951b
Update player.cpp 2026-06-24 17:30:51 -06:00
Brian Roberts
f59a640857
Merge pull request #1775 from Azaezel/alpha41/DivNULLnono
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avoid divide by zero when counteracting bouyancy bounce for players
2026-06-20 20:37:32 -05:00
AzaezelX
f912bc172d avoid divide by zero when counteracting bouyancy bounce for players
reported by sir_skurpsalot: https://discord.com/channels/358091480004558848/783127087820439582/1518054290524995644
2026-06-20 20:37:05 -05:00
Brian Roberts
0b73e701ac
Merge pull request #1772 from Azaezel/alpha41/silentSFXEmitter_Shtapit
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crashfix for SFXEmitter
2026-06-18 17:17:26 -05:00
AzaezelX
6a448cf118 crashfix for SFXEmitter
the last refactor broke spawning sfxemitters with blank entries. this will fix that, though we'll need to circle back and correct other issues, like looping override
2026-06-18 17:17:07 -05:00
AzaezelX
17d2765592 crashfix: make sure mShapeInstance is always assigned valid or NULL
there were a couple code routes that could lead to mShapeInstance holding on to the old ram loc. used SAFE_DELETE preemptively to ensure that never happens.
2026-06-17 16:49:49 -05:00
JeffR
34e3f78a22 Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets. 2026-06-16 17:39:30 -05:00
marauder2k7
a63ec0d018 Update convexShape.cpp
default to true
2026-06-08 21:43:58 +01:00
marauder2k7
11a5354e67 convex shape error
reading an int in scanf into a bool causes issues, could be the compile options being more strict about inlining and the precompiled headers

Also precompiled header for sceneObject since build insights saw it as the most expensive header.
2026-06-08 10:09:40 +01:00
JeffR
eade131ad2 Adjusts the logic for collision and physics setup functions in TSStatic because we utilize/allow for the fallback shape and so need to contend for if we have a shapeInstance but our shapeAsset ptr is invalid. 2026-06-05 01:56:09 -05:00
AzaezelX
6485d48e38 fix optional skin param for ShapeBase::setImage
using the %obj.mountImage(image,slot,loaded,skin)  skin option was not always properly applying.

reported by steve_yorksire, fixed by sir_skurpsalot: https://discord.com/channels/358091480004558848/580242040730943509/1510795740199260252
2026-06-02 13:46:25 -05:00
JeffR
d53892fb80 Corrected handling for invalid shapes using fallback shape on TSStatics 2026-05-31 16:22:12 -05:00
JeffR
b338510921 Minor fixes and corrections 2026-05-31 11:53:41 -05:00
JeffR
de26f519f9 Adds logic to correctly write out a shape's materials as fields to the asset taml file so they can register as dependencies with the assetdatabase 2026-05-31 11:14:54 -05:00
JeffR
b44158cb89 Cleans up ShapeAsset of some unnecessary/redundant elements like extra material and animations tracking
Removed the old SHAPE_ASSET macros
Implements AssetRef struct that acts as a universal wrapper for an templated AssetPtr and AssetId pair
Adds Type handling for AssetRef for ShapeAsset to unify handling in classes that utilize a shapeAsset, so assigning an assetPtr or an assetId will keep a record of the assignment in the event the assetPtr is invalid.
Update all classes that utilized the old SHAPE_ASSET macros to utilize the AssetRef struct and updated the class code to utilize it to provide much more clean and concise code that isn't blocked behind macro definitions
Added a new example class: shapeDatablockExample which allows render of a simple shape object utilizing a simple example datablock.
2026-05-31 01:19:26 -05:00
marauder2k7
7d9497ec75 fix 2026-05-27 20:20:07 +01:00
marauder2k7
52037b3e82 remove requirement of element count in array
If we define an array field have every other field inside that array declared inherit its element count. Can be override with a .elements(N) if N is > 1.
2026-05-27 20:01:31 +01:00
marauder2k7
e97e7521f3 Convert sound asset
Convert sound asset to use the new field constructors
Also add a simple example of the visibility control.
2026-05-27 20:01:31 +01:00
marauder2k7
2895e98cbb TSShape loader refactor
final setup for assimp

Added assimp importers and exporters, removed defaulting to all
Added compression to tshape
added dts version to tshape and cmake

Update assimpShapeLoader.cpp

quick fix

fix previewing dsq ground work

automatically export dsq files for animations

Groundwork

Adds the same sort of model for registering loaders and exporters as is set out on gbitmap
Added a bit more safety around the assimp matrix fix to convert incoming models to torques coordinate system.
2026-05-25 00:28:03 +01:00
marauder2k7
e4ff55b52c Update sfxEmitter.cpp 2026-05-24 20:03:44 +01:00
marauder2k7
f607c24498 Update sfxEmitter.cpp 2026-05-24 19:51:18 +01:00
Brian Roberts
dae2a7714f
Merge pull request #1730 from marauder2k9-torque/SFXSystem-Refactor
Sfx system refactor
2026-05-24 11:40:50 -05:00
Sir-Skurpsalot
66a6c3dc87
Update player.cpp 2026-05-23 15:48:23 -06:00
Sir-Skurpsalot
40f22dc792
Update player.cpp
Fixed validators for damage collision box fields to prevent console whinging
2026-05-23 14:18:03 -06:00
Brian Roberts
3661499b33
Merge pull request #1747 from Azaezel/alpha41/reverseLoop
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properly handle looping shapes moving backwards
2026-05-20 18:38:46 -05:00
AzaezelX
5994aae4f2 properly handle looping shapes moving backwards
cameras too
2026-05-18 18:28:29 -05:00
JeffR
0c75b7ece5 Has the PathShapeData constructor proper initialize the mUseEase var which prevents the datablock CRC cache from failing to match. 2026-05-18 00:24:54 -05:00
Sir-Skurpsalot
c6d35cc461
Update player.h 2026-05-11 16:24:09 -06:00
Sir-Skurpsalot
eab6f07d78
Update player.cpp 2026-05-11 16:22:53 -06:00
marauder2k7
823054ed86 very small sound asset changes
Adds the resolved track stuff from the soundAsset refactor
also uses the refresh asset so changes do not cause a sound to stop working
2026-05-11 22:22:48 +01:00
marauder2k7
345ce3f1d3 fix a few issues and add more info
more info for the device is printed out, along with hrtf detection
fix levelinfo sending the distance model
2026-05-11 22:22:47 +01:00
marauder2k7
acda0354d6 Add reverb
Adds reverb functionality to sound system

TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
2026-05-11 22:22:47 +01:00
Brian Roberts
5bfaaeb5d6
Merge pull request #1723 from Azaezel/alpha41/ribbonRemoval
adress https://github.com/TorqueGameEngines/Torque3D/issues/97
2026-05-11 16:16:40 -05:00
Brian Roberts
ebefc62955
Merge pull request #1725 from Areloch/AssetReimportFixes
Various fixes for Asset Reimporting functionality
2026-05-11 16:15:54 -05:00
Brian Roberts
dbfd4d322c
Merge pull request #1728 from Azaezel/alpha41/easyNow
adds a pathshape useEase value.-on by default.
2026-05-11 16:13:53 -05:00
Brian Roberts
58d6038016
Merge pull request #1732 from Sir-Skurpsalot/tsStatic_fix
Update tsStatic.cpp
2026-05-11 16:13:28 -05:00
Brian Roberts
397f00c8aa
Merge pull request #1720 from Azaezel/alpha41/coOrbitalCrash
fix F32 Camera::getDamageFlash() recursion
2026-05-11 16:12:45 -05:00
Sir-Skurpsalot
11bbbbec6e
Update tsStatic.cpp 2026-05-11 15:07:17 -06:00
AzaezelX
f66454e47d adds a pathshape useEase value.-on by default.
camerasplines in general previously assumed you would always want to ease in and out at the first and final node. even when looping. adds an mUsease to it, and to pathshapedata to optionally shut that off. (on by default to behave as legacy)
2026-05-03 22:50:52 -05:00
JeffR
b54865aa74 Fixes the re-import behavior in the Asset Browser to properly prompt the reimport window with the indicated asset in the AB
Also fixes how the shapeConstructor is searched/parsed when doing reimports vs new import creations
Fixes incorrect assetId usage in some of the prototyping shape constructors so they match now
2026-05-02 11:35:20 -05:00
AzaezelX
c07f68a0a0 remove forceably shrinking the first and last pair of links. it doesn't fix the last quad emission issue, and it actively fights designer values 2026-04-26 15:57:42 -05:00
AzaezelX
0519d1069b adress https://github.com/TorqueGameEngines/Torque3D/issues/97
this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad.
we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be.
as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state)
for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.
2026-04-26 15:32:19 -05:00
JeffR
f6f06121ab Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code
- Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist
- Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected
- Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently.
- Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest
2026-04-21 01:22:26 -05:00
AzaezelX
de709a5022 fix F32 Camera::getDamageFlash() recursion
if for some reason a camera ends up orbiting itself or another camera, make sure we don't look to the camera orbiting the camera orbiting the....
2026-04-19 17:45:57 -05:00