Commit graph

5176 commits

Author SHA1 Message Date
marauder2k7 465c79f39d Update ImageAsset.h
update macros to share target functionality
add extra check to see if image asset exists.
2025-03-26 15:07:07 +00:00
marauder2k7 d86962d1fd requirements for postfx
update to handle posteffects with image_asset_refactor
2025-03-26 14:31:11 +00:00
marauder2k7 16d219769f set preview image
set the image asset preview image for namedTargets
2025-03-26 10:12:14 +00:00
marauder2k7 bab7878ca6 give named target a fallback
we need to give named target a fallback image so references are kept when a named target is not ready.
2025-03-26 09:12:06 +00:00
marauder2k7 9f2ab5a64e Update particleEmitter.cpp
null check around asset
2025-03-26 07:57:14 +00:00
marauder2k7 9ff4c84bc8 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-03-25 21:02:57 +00:00
Brian Roberts 5436429e05
Merge pull request #1425 from Azaezel/alpha41/forwardFix
fix forward cubemip
2025-03-25 14:28:01 -05:00
Brian Roberts 6ffe7500cd
Merge pull request #1423 from Olathuss/gametsctrl-mouserefactor
Gametsctrl mouserefactor
2025-03-25 14:25:49 -05:00
AzaezelX 5e79c01208 fix forward cubemip
in case of temporary loss of the probe array, fall back to a (slightly) less arbitrary probemanager mip level as oposed to assuming 1 mip exists
2025-03-25 14:25:29 -05:00
marauder2k7 6c2b4f8979 null handling 2025-03-25 19:14:05 +00:00
marauder2k7 987ff90467 named target functionality 2025-03-25 18:22:26 +00:00
Olathuss 3dabbc83ff Fixed callbacks to replace char* with Point classes
Replacing char* in callbacks with Point2I and Point3F classes for better readability and overhead
2025-03-25 11:07:14 -06:00
Olathuss df5ffd9e10 Remove extraneous function
Remove extraneous function makeScriptCall which is no longer used.
2025-03-25 10:47:35 -06:00
marauder2k7 6640cae0d7 Update cubemapData.cpp
missed checks, and loop should be inner
2025-03-25 14:34:28 +00:00
marauder2k7 15503cbf7c Update cubemapData.cpp 2025-03-24 22:18:18 +00:00
marauder2k7 b2fe48ab8d more merge conflicts
fixed more merge conflicts (afxZodiac and MaterialDefinition)
Updated cubemapdata to use refactor asset
added new part to image_asset macro to create a private asset if the file exists.

updated reflectionProbe errors to actual function name where the error occurs.
2025-03-24 21:50:04 +00:00
marauder2k7 0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00
marauder2k7 e16a66f363 Revert "sound asset refactor init"
This reverts commit 2bf2da74a0.
2025-03-24 19:58:52 +00:00
Olathuss 32bc068f7f Added PlatformTimer for mouse callbacks
Added PlatformTimer to GameTSCtrl to limit mouse move/drag callbacks.
2025-03-24 12:04:36 -06:00
AzaezelX 61e4107c39 handle feeding a cubemap via 2d textures
courtessey marauder
2025-03-24 11:32:09 -05:00
AzaezelX 61dbbf7102 clean up brdf
it was loading in the wrong colorspace, and there as a mix of texture/textureLOD refs leading to inconsistencies
2025-03-22 13:38:09 -05:00
marauder2k7 c476b292a6 Update gfxD3D11Cubemap.cpp
put arraySize check back in
2025-03-20 15:51:39 +00:00
marauder2k7 ef856e23fa fix and cleanup 2025-03-20 15:26:52 +00:00
AzaezelX b4eb885aae fix forceDetail
it can safely be a negative number.
2025-03-19 18:08:37 -05:00
AzaezelX fcd2d38deb further validator cleanups
bump default fidelity from 0,0001 to 0.01
fix F32Range. needs to go from - to +, not smallest to largest positive value
fix several misasigned validator ranges. most of which use some form of -1 default to do a Special Thing
2025-03-18 14:06:33 -05:00
Brian Roberts 1ebe48edbd
Merge pull request #1413 from Azaezel/alpha41/validValidators
consolidate addfieldV method contents to avoid duplication
2025-03-18 10:43:42 -05:00
AzaezelX 011a8906ff skip trying to be clever and just report the variable name being checked directly 2025-03-18 03:13:37 -05:00
AzaezelX 55ac453ab9 guiProfile.border has specific usage cases for -2, so use the full negative range
clarify a bit what fieldindex is being asigned
2025-03-18 01:23:33 -05:00
AzaezelX ffe83b1d2d use the same renderpriority range across all cases 2025-03-18 01:18:37 -05:00
AzaezelX 44b0d896b8 consolidate addfieldV method contents to avoid duplication
report *what* field is an invalid console type
prune down floating point fuzzed validators to 0
default the visual fidelity to POINT_EPSILON (0.0001) rather than 1/FLT_MAX
use the bit(bitcount) macro for legibility
fix breakangle
2025-03-17 22:39:01 -05:00
Olathuss d0f5c2e0db
Merge branch 'TorqueGameEngines:development' into gametsctrl-mouserefactor 2025-03-15 13:49:58 -06:00
Brian Roberts bab30568eb
Merge pull request #1409 from Azaezel/alpha41/soImpulsive
skip out on impulses that have no chance of moving the object
2025-03-14 13:59:44 -05:00
AzaezelX 40b5b018c7 report what the value is that is out of range 2025-03-11 22:30:18 -05:00
AzaezelX 4b54fcbe42 conform and correct gridsize
waterblock and waterplane were using two entirely different var types. by usage, those should be natural numbers
2025-03-11 22:09:21 -05:00
Olathuss 96786020a2 Remove document reference
Removed incorrect document reference, as parent GuiTSCtrl does not implement mouse callback.
2025-03-11 09:40:22 -06:00
AzaezelX 325b3a97c0 skip out on impulses that have no chance of moving the object
also, sRestTol already is a 0.5 multiplier
2025-03-09 18:40:49 -05:00
AzaezelX 28603655a5 fix malformed addfeildV 2025-03-09 12:58:59 -05:00
AzaezelX a30eac9a2b kill case of deprecated vars leaking in 2025-03-09 12:35:59 -05:00
AzaezelX f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
AzaezelX fa760fa746 add numerous new validators
as well as inspector support to treat a significant chunk of the codebase as range-clmped values which can take a guisliderbarctrl with a configurable at the validator level fidelity variable
additionally adds a new addfieldV and addprotetedfieldV for further callback validated slider-presented variables
*also* adds an on additional callbacks to the inspector itself, like onPreinspectobject, onPostinspectObject, and onPostInspectorfieldModified
in addition to *that*, adds a new hidefield command to tag a given specific field not to show in inspector
2025-03-09 11:51:54 -05:00
Olathuss 7cdfe63233
Merge branch 'TorqueGameEngines:development' into gametsctrl-mouserefactor 2025-03-08 12:02:08 -07:00
AzaezelX 45bb368762 from marauder: proper enumtable lookup 2025-03-07 00:12:09 -06:00
AzaezelX d8fcbb7863 work towards reflecting the typemask in the checkboxes in a combinatory manner again 2025-03-06 23:37:37 -06:00
AzaezelX 677c061bc9 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/maskMadness 2025-03-06 23:34:13 -06:00
Brian Roberts 3b39d74f57
Merge pull request #1406 from Azaezel/alpha41/crashfix
fix another potential crash with firstresponder code
2025-03-06 23:33:00 -06:00
AzaezelX 79782148ec fix another potential crash with firstresponder code 2025-03-06 23:32:38 -06:00
AzaezelX 0ac0ee88c2 BitfieldConsoleBaseType::setData definition
also, preserve saved out 0 and -1 numbers to resrver 'none' and 'all'
ditch 'no' materialdefinition::animtype
2025-03-06 20:55:40 -06:00
AzaezelX 64103a58aa enum value listing
show the string value of masked enums in variable entries
also sort the combo case of scrolling and rotating materials
2025-03-06 19:04:22 -06:00
Olathuss f9b445119f gameTSCtrl mouse refactor
GameTSCtrl mouse refactoring to make consistent with scripting call backs.
2025-03-06 12:29:40 -07:00
Olathuss 59b938151d Enable onMouseMove script method for GameTSCtrl
Enables the onMouseMove method for scripting in the GameTSCtrl class.
2025-03-04 21:30:19 -07:00
Brian Roberts 09cf5a0425
Merge pull request #1402 from Azaezel/alpha41/mumbledMat
prexisting material asset safety check
2025-03-01 18:41:37 -06:00
Brian Roberts 2f2cfb94d1
Merge pull request #1401 from Azaezel/alpha41/guideButton
add guide button support
2025-03-01 18:41:28 -06:00
AzaezelX bc9ed3e10a prexisting material asset safety check
from steve_yorkshire
don't try and create a new suffixed materiaAsset if one already exists
2025-03-01 17:17:24 -06:00
AzaezelX 7364fb495d add guide button support
courtessy steve_yorkshire
2025-03-01 16:58:35 -06:00
Brian Roberts c1a924141e
Merge pull request #1400 from Azaezel/development
inspector aug: docs as tooltips
2025-03-01 15:10:15 -06:00
AzaezelX 53a87af2b1 inspector aug: docs as tooltips
convert feilddocs to an 80-char per line tooltip to better help folks understand what a given variables intent is
2025-03-01 15:09:32 -06:00
Brian Roberts dbdcf251ac
Merge pull request #1399 from Azaezel/alpha41/restingLagFace
rigidshape pef tweaks
2025-03-01 12:07:07 -06:00
AzaezelX 69a0c40795 wheeled vehicle downforce aug. applies a spoiler effect 2025-02-28 19:20:21 -06:00
AzaezelX ccbcf7a862 take tick time into account as well. 2025-02-28 19:18:28 -06:00
AzaezelX c2b3ea6122 clean out redundant pack/unpack in vehicle 2025-02-28 18:35:46 -06:00
AzaezelX 43309fef2a rigidshape pef tweaks
account for integration for atrest evaluation. if we're atrest, *don't* network momentums. just send the bool
2025-02-28 17:54:20 -06:00
AzaezelX e90aa02af2 correct mangled stopwatch logic
it was having issues with setting a time after pausing
2025-02-27 20:08:25 -06:00
Brian Roberts 3c358d45d0
Merge pull request #1396 from Azaezel/alpha41/goFilterFish
game mode filterfix
2025-02-25 23:37:08 -06:00
AzaezelX 18750047fb game mode filterfix
GameMode::findGameModes now only returns the *active* ones.
SubScene::load() checks against either that, or if it's selected
2025-02-25 19:17:43 -06:00
AzaezelX 5fb73edc00 setFirstResonder Safeties
make sure we've properly added gui elements before trying to set the to be the responding one, or running callbacks against them
2025-02-25 18:23:45 -06:00
AzaezelX db42149fb5 Path class augs
adds the following behaviours: onPostAdd, send an updatePath event so that paths created post-pathOnMissionLoadDone command can register with clients (like say when they are loaded from a submis)
for editing tool purposes, allow Path::SetTransform to impact child objects so that pre-existing ones can be copy/pasted without the markers ending up in the same spot, or so that you can shift the entire path around and have those move in a relative manner
2025-02-24 17:10:23 -06:00
AzaezelX b36ec14194 add typeS16 2025-02-22 18:57:27 -06:00
Brian Roberts 676a3dd6dc
Merge pull request #1390 from Azaezel/alpha41/probeCountPass
update max probecount
2025-02-20 12:08:33 -06:00
Brian Roberts 7bb8587db5
Merge pull request #1388 from Azaezel/alpha41/erosionBrushes
additional terrain brushes
2025-02-20 12:08:22 -06:00
Brian Roberts f99b2874d1
Merge pull request #1384 from Azaezel/alpha41/subsceneCleanups
clean up subscene load evaluators so that it doesn't require a client if it's set to global
2025-02-20 12:08:12 -06:00
AzaezelX c830d20150 update max probecount
dx11 has a 2048/6 cap on how many cubemaps can fit in a given array. bump the probe count up to just under that to buy folks head room while we work on revising a more robust solution
2025-02-19 19:17:19 -06:00
bank 5e8af7020c
Fix memory leak in ZipSubRStream
Inside attachStream() method we may clone passed stream, but never delete it.
2025-02-19 15:06:02 +03:00
AzaezelX f9eeaf8869 simplify erosion calcs 2025-02-18 19:58:48 -06:00
AzaezelX e106871350 correct noise miltipliers. add biases for thermal (slope) and hydrolic (average) hieght changes 2025-02-18 16:08:30 -06:00
AzaezelX 0d2f3e294d use standard t3d maxes 2025-02-18 01:09:09 -06:00
AzaezelX 25ea164a1f add a pasteUp and pasteDown pallet 2025-02-17 23:42:19 -06:00
AzaezelX 561c201b88 copy paste support for terrains 2025-02-17 22:10:56 -06:00
AzaezelX 262ff405fa conform hydrolicErosion to the same spec as thermal 2025-02-17 20:58:40 -06:00
AzaezelX 315f05ea47 revert portions to a previously demonstrated to work state... 2025-02-17 19:55:23 -06:00
AzaezelX 329ffab86c work towards adding erosion noise 2025-02-17 16:43:10 -06:00
AzaezelX 2eb2cbc302 add erosion brushes
todo: sort why noise... isn't.
2025-02-17 05:48:15 -06:00
Brian Roberts 4827c100f7
Merge pull request #1385 from Azaezel/alpha41/onTheClock
guiClockHud augs
2025-02-15 20:26:44 -06:00
AzaezelX 8993ffe3e6 guiClockHud augs
adds a pause, reversed, and significantTime inspector exposed variable to guiClockHuds
significantTime is in sceconds and triggers an onSignificantTimeReached callback
2025-02-15 16:48:15 -06:00
marauder2k7 142467ccc6 update lib
can use original cmakelists.txt from torque, but update naming to tinyxml2
2025-02-14 19:57:38 +00:00
AzaezelX a529e3ecc0 clean up subscene load evaluators so that it doesn';t require a client if it's set to global
(allows spawnpoints to fill out prior to connections)
also try and apply filtering prior to actual loading
2025-02-13 14:32:23 -06:00
Brian Roberts 69e763f698
Merge pull request #1381 from Azaezel/alpha41/detailGenerator
adds a built in detail map generator
2025-02-08 14:34:37 -06:00
AzaezelX 4d66ae37de handle mounted lights ghosting in and out
send a periodic corrective packet for mounted lights to ensure they stay mounted when moving in and out of ghosting
2025-02-08 10:58:50 -06:00
AzaezelX 516df48354 adds a built in detail map generator
splitTerrainMaps("data/some/file"); or  makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
2025-02-06 14:46:05 -06:00
Brian Roberts e77c4b3a18
Merge pull request #1364 from Azaezel/alpha41/offloadLibcurl
offload libcurl to resources
2025-02-06 14:01:33 -06:00
Brian Roberts b47ffb2f28
Merge pull request #1379 from Areloch/VariousSubSceneFixes
Various Subscene Fixes
2025-02-06 12:16:49 -06:00
JeffR 0d338f2d51 * Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.
* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
2025-02-05 22:51:43 -06:00
AzaezelX 11bf7df46d need to filter subscenes out of screenspace box drag
the ap hangs otherwise
2025-02-02 21:08:57 -06:00
JeffR e47fe2b1f3 Adjusts the OpenAL device listing query to ensure more reliable results. 2025-01-30 15:18:51 -06:00
Brian Roberts cd2213de36
Merge pull request #1371 from Azaezel/afxZodiacFindings
Afx zodiac findings
2025-01-27 18:57:28 -06:00
Brian Roberts 4bd43265a9
Merge pull request #1370 from Azaezel/alpha41/tsStaticTrouble
add lod selection for visiblemesh collisions
2025-01-27 18:57:13 -06:00
AzaezelX f5b7f70f50 add a specific lod option for findColDetails 2025-01-27 17:19:22 -06:00
AzaezelX d2a1153a49 turn zbuffer checks on, account for reverse depth changes 2025-01-27 16:29:07 -06:00
AzaezelX e2a0fbefa3 add lod selection for visiblemesh collisions
add box filtering for visiblemesh buildPolyList
2025-01-27 15:37:05 -06:00
Brian Roberts 5feef0ec5c
Merge pull request #1368 from Azaezel/alpha41/sourceGroupGrok
fill in asset based sound group if not specified by instanced emitter
2025-01-27 11:31:41 -06:00
Brian Roberts fdbac265b7
Merge pull request #1363 from marauder2k9-torque/ColorPicker-refactor
Color picker refactor rev2
2025-01-27 11:31:17 -06:00
marauder2k7 44a6ceab2d code review
Revert Hsb to using integers
Clamp drag values
2025-01-27 08:04:55 +00:00
JeffR bf9f0ee6cd Adjusts the test behavior for when the player class tries to ray-check against PathShapes to nudge the player to a safer position. Originally it ONLY checked pathshapes, so a static over a pathshape could cause erroneous behavior. 2025-01-27 00:15:14 -06:00
AzaezelX 557b3639eb fill in asset based sound group if not specified by instanced emitter 2025-01-26 20:52:50 -06:00
Olathuss 44df6dada7 Close Menu Implemented
closeMenu function on guiMenuBar implemented. Closes menu when selecting a popup menu action.
2025-01-25 22:59:17 -07:00
marauder2k7 a91ddfffa1 fixes for linux
According to doc and man pages we should not be using %Lg for a double as %Lg relates to a long double, F64 in torque is just a double so. This also produces better results when going from colorF to the colorPicker dialogue
2025-01-24 08:44:57 +00:00
AzaezelX c41f4d6680 since
https://github.com/Torque3DResources/curlModule/blob/main/source/libs/libs.cmake
appends TORQUE_INCLUDE_DIRECTORIES
we can look in that dir for httpobject sintead of relying on relative-to-core locations
2025-01-23 20:59:21 -06:00
marauder2k7 2bf2da74a0 sound asset refactor init 2025-01-23 22:16:35 +00:00
marauder2k7 d87655bb3a merge dev 2025-01-23 22:16:33 +00:00
marauder2k7 0f4d2d1689 material definition finished 2025-01-23 22:16:02 +00:00
marauder2k7 58119a4f82 more material def 2025-01-23 22:15:47 +00:00
marauder2k7 cebfdbc5ec material definition
changing the beast over to the refactor
2025-01-23 22:15:29 +00:00
marauder2k7 4d980e5406 various cleanups and fixes
basicClouds refactored
null dereference fixes in guiMenuBar
2025-01-23 22:14:05 +00:00
marauder2k7 eb746a1142 console spam
moved error printout in guiType guiControlProfile incLoadCount inside a check to make sure the profile has a bitmap asset set.

remove older typeImageAssetId from group and variable inspector classes
2025-01-23 22:13:49 +00:00
marauder2k7 32c6330b72 guiControlProfile 2025-01-23 22:13:48 +00:00
marauder2k7 b75d5b70c6 toolbox 2025-01-23 22:13:47 +00:00
marauder2k7 22037bf94f moar refactors 2025-01-23 22:13:46 +00:00
marauder2k7 4d893f51cf gui image asset refactor
bitmap button popup ctrl ex
2025-01-23 22:13:21 +00:00
marauder2k7 f519cff6ff gui types using image_asset 2025-01-23 22:12:57 +00:00
marauder2k7 fa8110ce8f all DECLARE_IMAGEASSET refactored 2025-01-23 22:12:55 +00:00
marauder2k7 24b374f545 cloud layer example 2025-01-23 22:12:54 +00:00
marauder2k7 eca0820134 init commit
start of attempt 3
2025-01-23 22:12:52 +00:00
marauder2k7 055ca0ae00 use screenshot for eye dropper
instead of using backbuffer image, use the screenshot so it captures everything
2025-01-23 20:23:47 +00:00
marauder2k7 93352f5754 linear to hsb and back again requires srgb calcs 2025-01-23 19:37:15 +00:00
marauder2k7 704e304eef display correct values
Few fixes to display float values if the inspector field asks for floats
Split Hsb out from colorI now linearColorF can return HSB from its own color without having to go through the colorI conversion, hopefully gets rid of rounding errors etc since we are only doing the calc once.
2025-01-23 19:06:35 +00:00
AzaezelX 209abf3aa4 ensure zodiac texture is preloaded 2025-01-23 11:21:07 -06:00
marauder2k7 48ca98ca84 color palette saving
for now saves palette colours as their hex value. This will miss out on the alpha value.
2025-01-23 14:46:05 +00:00
marauder2k7 46192c3709 Eye dropper functionality
Adds eye dropper functionality
adds eye dropper button image supplied by jeff
adds a few missing asset files (due to in asset browser scan and add all loose files)
2025-01-23 10:18:18 +00:00
marauder2k7 029a495de1 change hsb to doubles internally 2025-01-22 20:12:49 +00:00
marauder2k7 5ca1c37fe9 more fixes for hsb conversion and gui updated 2025-01-22 19:14:40 +00:00
marauder2k7 29a9bd7917 ground work before gui 2025-01-22 17:21:46 +00:00
AzaezelX a5583a1d0e typofix 2025-01-21 11:02:16 -06:00
Brian Roberts b105fce2f2
Merge pull request #1357 from Azaezel/alpha41/subScenSplineShenanigans
spline objects were mis-saving in submis files
2025-01-20 12:54:23 -06:00
AzaezelX 0e22488434 cleanups and safeties.
had a bunch of dupliated code injectors that are bypassed by the nature of AbstractClassRep::FIELD_SpecialtyArrayField
since those getSpecialFieldOut entries return a const char * from the stringtable, we *don't* want to try and kill those off, since that can lead to trying to delete deleted things from what was designed as a permanent record
2025-01-19 13:31:23 -06:00
AzaezelX d6334f6cca spline objects were mis-saving in submis files
classes using AbstractClassRep::FIELD_SpecialtyArrayField use an explicit-writing mechanism, rather than tying things to a variable 'slot', so don't try and concaenate the two
2025-01-16 15:35:39 -06:00
Brian Roberts 221614383b
Merge pull request #1356 from Azaezel/development
handle pathshapes comming in from above players more gracefully
2025-01-15 20:36:35 -06:00
AzaezelX 7b393b668b handle pathshapes comming in from above players more gracefully
if you're within a pathshape as it moves, put you on top
2025-01-15 20:35:02 -06:00
Brian Roberts 4a8f8302a5
Merge pull request #1353 from Azaezel/alpha41/probeAttention
shift attenuation to probes in general.
2025-01-09 08:10:56 -06:00
Brian Roberts a1144dad65
Merge pull request #1354 from Azaezel/alpha41/SkinTheCat
for consistency, add a setSkinName method to tsstatic
2025-01-09 08:10:40 -06:00
AzaezelX 9aa45b24ba for consistency, add a setSkinName method to tsstatic
wrapper for obj.skin assignment just like shapebase
2025-01-09 08:09:59 -06:00
AzaezelX a4266a1336 fix distance falloff misassignmen. fix uninitialized attenuation in root probes 2025-01-07 23:48:34 -06:00
Areloch e503bccb2e
Merge pull request #1348 from Azaezel/alpha41/libSupport
suport augs for modules that include full libraries
2025-01-07 17:15:28 -06:00
AzaezelX 5a2ec2731f shift attenuation to probes in general. 2025-01-07 16:58:50 -06:00
marauder2k7 9af22dc302 BUG: Probe baking look at matrix was wrong
Multiple fixes in files sent by Az but matrix look at function was creating a view matrix that messed up the capture.
Look at function for matrix now returns the correct matrix and bakes looking better
2025-01-07 15:44:19 +00:00
Brian Roberts cbc7b034bc
Merge pull request #1350 from Azaezel/alpha41/callonChildrenCorruption
fix callonchildren varargs
2025-01-06 16:10:50 -06:00
AzaezelX 385974ab55 fix callonchildren varargs
std::move eats the sent variable, so store off a temp when applying it multiple times
2025-01-06 15:55:53 -06:00
marauder2k7 59c52fc94c Fix for bug reported by Rod
Reverted to the original calc clip space aabb to fix flickering bug reported by Rod in discord. Unfortunately this reintroduces the original issue of faint shadows showing at all times on the first split. But shadows render correctly where they are expected. A full review of pssm is required for later updates to be made.
2025-01-06 14:24:39 +00:00
Brian Roberts 8274bbbca4
Merge pull request #1342 from Areloch/SpawnObjectOverrideOverhaul
SpawnObject Override Overhaul
2025-01-03 09:44:37 -06:00
JeffR 46f6f6a9da Added field to ModuleDefinition for priority, which can be used to process/sort them in priority order
Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group
Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys
Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another
Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
2025-01-03 00:37:25 -06:00
AzaezelX b3ddd712ce suport augs for modules that include full libraries
copies over .in and .cmake files for those cases when libraries themselves need to self-configure
searches for a source/libs/libs.cmake file for any torque-specific confiugurations we need to make for a given library
autoinclude any source/wrappers directory for unique to orque files, which will most commonly be data holder classes and script exposure, as well as adding those dirs to the #include listener list
also ditches forcing warn levels to lowest for libraries since if folks are going to experiment, best tey know about anmy underlying things to avoid
2025-01-02 10:27:09 -06:00
Brian Roberts 69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -06:00
Brian Roberts 783f2a03b4
Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix
fix probe capturepoint nudge utility
2024-12-23 03:12:07 -06:00
AzaezelX 9eb87b9555 fix probe capturepoint nudge utility 2024-12-16 12:01:53 -06:00
JeffR bf9692a451 Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape
Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
2024-12-15 23:48:16 -06:00
JeffR 81ac23fd35 Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development 2024-12-15 18:39:03 -06:00
marauder2k7 0458228e1c Update processedMaterial.cpp
revert console spam
2024-12-14 18:58:31 +00:00
marauder2k7 7b73ce7a2f Update ImageAsset.cpp 2024-12-14 16:26:02 +00:00
marauder2k7 f5f50723ed final cleanup 2024-12-14 14:47:46 +00:00
marauder2k7 1edfbcf447 fixes for reload and flush 2024-12-14 13:37:23 +00:00
marauder2k7 f6dc694bd4 fully working 2024-12-14 01:18:46 +00:00
marauder2k7 85463c85ac named targets for image assets
image assets can now be bound to a named texture target
if used in a material the target needs to exist before the material is initialized
2024-12-13 00:26:39 +00:00
marauder2k7 87de724d31 final cleanup 2024-12-12 15:08:01 +00:00
Brian Roberts 70f546aafe
Merge pull request #1338 from marauder2k9-torque/AssimpImporter-update
Assimp importer update
2024-12-12 08:45:20 -06:00
marauder2k7 4a1d664b6a final commit get this merged 2024-12-12 14:32:20 +00:00
marauder2k7 13a6df35cc mac/linux fix 2024-12-12 01:02:36 +00:00
marauder2k7 dcedcdd6f8 test cases
apply transform to root before importing scene
2024-12-12 00:21:37 +00:00
marauder2k7 742b341bcd Update assimpAppNode.h 2024-12-11 21:12:55 +00:00
marauder2k7 3966f561a6 Update assimpShapeLoader.cpp
missed that one
2024-12-11 19:33:21 +00:00
marauder2k7 aa294b37f6 final cleanup
cleanup types
cleanout unnecessary vars
only aboslutely necessary vars to collada utils remain, for tracking scale and up_axis etc.
2024-12-11 19:28:09 +00:00
marauder2k7 684f299e86 Update assimpShapeLoader.cpp
most uniform shape import across the formats....
2024-12-11 16:43:23 +00:00
marauder2k7 4ac9639a52 bkup commit
fbx details matching for skinned meshes, gltf still offset
2024-12-11 15:38:17 +00:00
marauder2k7 af6722f547 Update assimpShapeLoader.cpp
because of the convert to lefthand gltf all formats are good with Y_UP
2024-12-10 18:41:14 +00:00
marauder2k7 5beef47b23 dont autoconfig up axis set it explicitly for the formats 2024-12-10 16:46:29 +00:00
marauder2k7 28fcb8d68b animation update
updated how animations are handled from assimp
gltf timing now correct
2024-12-10 11:54:13 +00:00
marauder2k7 5f1c2a63e5 Update assimpShapeLoader.cpp
fix for mac and linux build
2024-12-10 00:41:23 +00:00
marauder2k7 ca6e26520b Update assimp importing
assimp importer now works for the most part for fbx and gltf
animations for gltf still need to be sorted out
2024-12-09 23:24:09 +00:00
marauder2k7 ef9d33bc68 Update mPoint4.h 2024-12-09 18:08:54 +00:00
marauder2k7 80bd8f8117 some enchancements for shadowmapping
new /= operator in point4f
_calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max
_roundProjection matrix also optimized.
2024-12-09 17:54:48 +00:00
JeffR 61d9e82ce5 Adds FIELD_SpecialtyArrayField field type and handling for it in PersistenceManager, as well as a use-case of it for the surface field in ConvexShape 2024-12-07 13:20:30 -06:00
Brian Roberts 03a348deb7
Merge pull request #1335 from marauder2k9-torque/MaterialPreview-Skylight-fix
Material preview get skylight bake
2024-12-04 20:04:36 -06:00
marauder2k7 7810ee4f51 Update guiMaterialPreview.cpp
light movement now makes sense
2024-12-05 00:34:17 +00:00
marauder2k7 a92b9d0e2d code review with az
changes per review, frustum wasnt dirty... i like it dirty
2024-12-05 00:17:44 +00:00
marauder2k7 e7a7935bd4 Update guiMaterialPreview.cpp
more "fixes"
2024-12-04 23:59:43 +00:00
marauder2k7 291c5c75b6 Update guiMaterialPreview.cpp
use mSaveFrustm to keep states between object switches
2024-12-04 23:45:32 +00:00
Brian Roberts c9b22a59b3
Merge pull request #1331 from Azaezel/alpha41/canvasClamping
add a canvas.constrainMouse(true/false);
2024-12-04 17:37:52 -06:00
marauder2k7 f288ffccba cubemap baking fix
the key part of this issue was to invert the order we were baking the faces. Not much of a fix but it works better than before need to get a proper fix implement
the way the issue is copying X+ into every other face but isnt doing it in the reverse order means the rtv for face 0 must be being replicated into all other faces.
2024-12-04 21:57:32 +00:00
Areloch 49c76cc486
Merge pull request #1332 from Azaezel/alpha41/configConfusion
correct malformed config passalong
2024-11-27 01:29:09 -06:00
AzaezelX f8f9e88dc6 correct malformed config passalong 2024-11-26 19:56:34 -06:00
AzaezelX de882b4024 add a canvas.constrainMouse(true/false);
command keeps a mouse point within the ap window (off by default)
2024-11-26 08:51:43 -06:00
Brian Roberts 65e11745fa
Merge pull request #1330 from Azaezel/alpha41/FixGLBDetection
fix glb detection
2024-11-25 21:03:56 -06:00
AzaezelX b1f68ec3fb fix glb detection 2024-11-25 21:03:29 -06:00
JeffR e56df92002 Used the math from PathShape updating to standardize updating the transform of the child objects 2024-11-17 14:53:04 -06:00
JeffR 75fb6683f5 Fixed up render transform handling for SceneGroups 2024-11-14 20:23:23 -06:00
JeffR 2c8adfdf93 Fixed child relative transforms for when SceneGroups are updated 2024-11-14 19:29:41 -06:00
JeffR 9ff2a56466 Fixed issue of mis-transforming child objects so rotation would be weird when rotating subscenes
Fixed issue of action buttons breaking with subscenes when going between child-object manip modes and not
2024-11-13 17:10:27 -06:00
Brian Roberts 1be326e0d0
Merge pull request #1297 from marauder2k9-torque/matrix-templated
Template Matrix class
2024-11-07 16:17:38 -06:00
JeffR e2d0cc1981 Fixes issue where Regenerate Bounds button for SceneGroup/SubScenes wasn't displaying by moving it to Editing inspector group
Added mode toggle for if changing the transform influences the child objects of a SubScene or not
Added onSelected/onUnselected callbacks for SimObjects to allow contextual behavior in the editor
Added functionality of programmatic/dynamic Tool Button Palettes
Added logic so when selecting SubScenes the world editor palette has new buttons for letting the move/rotate actions influence the child objects
2024-11-05 20:14:36 -06:00
AzaezelX 218caea9e8 remove filtes on misbehaving brushes.
correct range defaults
2024-10-28 09:39:02 -05:00
JeffR 10d1aeca1f Shift tracking of dynamicObjects from strict child objects for Scenes, to tracking the objects but keeping them in the Cleanup Group to fix prefab loading behavior
Shifted to utilizing SimGroupInterator and persistenceManager to fix saving issues with SubScenes
Shifted to utilizing SimGroupIterator for Scene saving to standardize and minimize object misses
Changed prefab load file logic to add loaded child simgroup to rootscene for consistent tracking and avoiding conflicts with subScene's hijacking the ImmediateGroup var
Reduced duplication of build<type>field callback for inspectors
Added more standard field type lookups to inspector group when creating a field to avoid misses for types like 'F32' or similar.
Folded the added-on MinSize/MaxSize/SimgroupSelect fields for SimGroup editing into a single compound field and fixed bugs with it's behavior so it works as expected now
2024-10-27 20:04:13 -05:00
AzaezelX 24933a1cc7 add min/max tile height entrys to painter, apply those to the general isvalid check for a given tile alteration. apply that to more brushes. 2024-10-24 13:37:45 -05:00
AzaezelX 85955479c8 terrain mask work
adds an isValid(gridinfo tile) command to prefilter out grid elements of a specified nature
applies that to SetEmptyAction::process
also corrects sliderbar positions for terrain painting elements, as ell as adds a min/max slope for removal

potential TODOs: apply it more places pending feedback. add a min/max hieght filter as well
2024-10-23 17:50:07 -05:00
JeffR 484ece3d28 adds loadIf conditional eval, onLoad/UnloadCommands, ability to freeze loading state and per-subscene ticking for conditional checks
Fixes for child iteration of subscenes
Renamed tripCondition field in triggers to tripIf for consistency/naming clarity
Added ability for callbacks for gamemode to have reference on which subscene was loaded/unloaded for respective callback
2024-10-21 00:08:07 -05:00
JeffR dde0ffe32f Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development 2024-10-20 11:14:52 -05:00
Areloch 43501127ec
Merge pull request #1327 from Azaezel/alpha41/matrixMangle
fix(?) assimp to torquie matrix converter
2024-10-04 16:25:01 -05:00
JeffR e4d07c7e8d Adds utility function and method to be able to enact a load of subscenes at a specific world position
Adds loadIf conditional logic to evaluate if a subscene is 'allowed' to load when tested
Adds isAlwaysActive to GameMode to be able to flag a gamemode as being defaulted to on and used automatically
Updated GetGameModesList function to return an arrayObject of the gamemodes found
Overhauled CallGameModeFunction to utilize the gamemodes list with active/alwaysActive modes being called against, rather than level-scanning
Updated ChooseLevelMenu to be able to toggle on/off multiple gamemodes with an image indicator if it's active or not
2024-10-04 00:10:26 -05:00
AzaezelX bb432dc906 fix(?) assimp to torquie matrix converter
it wasn't accounting for the formatScaleFactor (1, 0.01, ect) leading to mesh deformations based on bone vs skinned mesh displacement
2024-09-30 22:39:00 -05:00
AzaezelX 99bcf7ca3e fix forest editor failing to pop up a create new
reminder note for if switches in c++, it it fails once in an or evaluation, that's it. it does not try other portions
2024-09-30 19:45:32 -05:00
JeffR 20a01d9f02 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into SubScenes_Gamemode_PR 2024-09-28 22:11:39 -05:00
JeffR 3442aceb0f Updates most of the handling of asset types to follow a more standardized type-registration system.
This streamlines much of the code and makes it easier to find and follow how different asset, object and file types are handled by the asset browser
Also clears out various bits of cruft and old commented blocks of code
2024-09-28 16:09:56 -05:00
AzaezelX 7664b63071 snap syncing
for world and convex shape editors
2024-09-22 14:34:07 -05:00
Brian Roberts e7585f15ab
Merge pull request #1316 from Azaezel/alpha41/colorPickerCleanups
colorpicker cleanups
2024-09-17 10:24:03 -05:00
AzaezelX ead06b845e colorpicker cleanups
largely focuses on removing extraneous code and mangled math
2024-09-16 13:24:41 -05:00
AzaezelX afeb957601 fix malformed GBitmap::getColor 2024-09-16 12:40:18 -05:00
Areloch a931e9a308 Tweaks the Scene and SubScene save calls to handle simGroups to call onto their children 2024-09-05 13:49:13 -05:00
Areloch 6ff92f61bb Fixed SceneGroup onInspect call to call up through parent
Adds utility methods and SimGroup onInspect injection to add a select button in inspector to select objects under simgroup
2024-09-03 18:25:28 -05:00
Areloch d896a2b99a Removed scan-down of subscenes from Scene's getObjectsByClass call
Properly returned value for SubScene::save()
2024-09-01 17:14:08 -05:00
Areloch 03efedab37 Adds a TORQUE_TOOLS_EXT cmake flag/preprocessor and moves the systemCommand method into that so that one can lock down full shell command execution calls without dropping tools support 2024-09-01 16:55:58 -05:00
Areloch ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00
Brian Roberts bb81b687eb
Merge pull request #1308 from Azaezel/alpha41/loglunk2
(backup) correct malformed error reporting
2024-08-28 17:23:08 -05:00
AzaezelX 30dcf0bf78 (backup) correct malformed error reporting 2024-08-28 17:22:44 -05:00
Brian Roberts 5d4925bec7
Merge pull request #1273 from Azaezel/alpha41/steeringSupport
play steering thread on server so mounted objects like turrets can be…
2024-08-28 17:15:28 -05:00
AzaezelX 24a1636edd correct malformed error reporting 2024-08-28 17:14:42 -05:00
Brian Roberts 0d07823ecd
Merge pull request #1305 from Azaezel/alpha41/beNormal
let normal maps handle raw file locations (imposter support)
2024-08-26 20:08:09 -05:00
AzaezelX 2629d28520 let normal maps handle raw file locations (imposter support) 2024-08-22 18:16:19 -05:00
AzaezelX 1055dc8415 guiaudio crashfix on exit
further ensure sound playback isn't even started unless the test condition is true and the gui element is awake
remove redundant sfx->stop(). already does so with SFX_DELETE(source)
2024-08-07 21:51:36 -05:00
Brian Roberts 35e50b54b9
Merge pull request #1302 from Azaezel/alpha41/guiAudioCtrlFixes
guiAudiocCtrl fixes
2024-08-07 17:51:13 -05:00
AzaezelX 7678f680a4 fix light emission point for shapebaseimaged
light generally comes from the muzzle of a gun, not the ground
2024-08-07 11:02:46 -05:00
AzaezelX 9b5f137f77 guiAudiocCtrl fixes
ditch description: not needed.
set process ticking off when the gui element is put to sleep
for the case of re-use of 3d sounds, set emission to the listener position
2024-08-05 17:51:17 -05:00
marauder2k7 9d51fc2830 fix packing
now openal and sdl are embedded in the app bundle along with their symlink alternatives
clear out the openal framework and use the embedded dll instead

archiving works and will produce a notarized app if you provide the correct information and enable hardening.
2024-08-04 14:54:25 +01:00
marauder2k7 d62b40a9bf initial commit
this commit fixes the copying of dependencies into the app sandbox
2024-08-03 14:43:57 +01:00
marauder2k7 2ed9fbb6ff Update mathMatrixTest.cpp 2024-08-01 05:07:54 +01:00
marauder2k7 b72b7882c2 unit test improved precision
change matrix unit tests to use POINT_EPSILON macro for testing precision
remove old matrix test class, was not used anyway
2024-08-01 05:04:13 +01:00
marauder2k7 699fa5ef77 Update mMatrix.h
invertTo should always just be const
return loop to * operator, explicit will not allow for scaling of rows and cols
2024-08-01 03:33:07 +01:00
marauder2k7 b5e729c179 Update mMatrix.h
add default destructor
2024-07-31 19:02:23 +01:00
marauder2k7 219792cc30 Update mMatrix.h
returning identity no longer necessary as fullinverse is its own algo
2024-07-31 18:54:22 +01:00
marauder2k7 165a2bea01 fix
fix invertTo function
unitTest to make sure matrix calling invertTo does not get changed.
reimplemented gauss jordan.
2024-07-31 18:52:18 +01:00
marauder2k7 ab4b4cbf96 cramer for inverse
added #if block around inverse methods to track down shadow bug

uses old inverse method as default for now.
2024-07-31 17:32:00 +01:00
marauder2k7 4078f3ad4e inverse fixes
further tests showed issues with inverse function, now to better match what was originally happening, the inverse only happens on the 3x3 portion of the matrix and translation is handled separately.

Frustum test now uses more real world examples of a projection matrix. Test for the full unproject stack of math to test its result as unproject was where the issue about inverse originated
2024-07-30 17:54:16 +01:00
marauder2k7 f96e044d89 unit tests and fixes
implemented the rest of the tests
euler single dimension angle tests now pass, missed 1.0f in z
2024-07-30 13:00:32 +01:00
marauder2k7 d03851958d more fixes
more unit tests revealed more discrepancies fixes applied.
2024-07-30 08:30:42 +01:00
marauder2k7 a5de2d9add tests
added more unit tests to match values between templated and matrix

tests showed discrepancies in affineInverse, fixed the function to return what is expected.
2024-07-30 07:20:57 +01:00
marauder2k7 5883e3d45b Update mathMatrixTest.cpp
test box multiplication
test transformPlane
2024-07-29 22:46:16 +01:00
marauder2k7 8c19f6d8ca inverse function
fixed inverse function, was not returning correctly.
2024-07-29 21:50:33 +01:00
marauder2k7 fc058aaa5c Update mathMatrixTest.cpp
change mul tests to use more real world examples
2024-07-29 20:45:30 +01:00
marauder2k7 409f523dc3 Update mathMatrixTest.cpp
more tests that match between template and matrixf
2024-07-29 20:01:39 +01:00
marauder2k7 f77ff37e08 Create mathMatrixTest.cpp
committed tests for matrix class
so far all tests are matching between templated and stock matrixf class
2024-07-29 19:24:33 +01:00
marauder2k7 54bb31c8bc Update mMatrix.h
bracket lines
change functions to match mmath_c to figure out where the issue is.
2024-07-29 17:24:23 +01:00
marauder2k7 75c5a0919b Update mMatrix.h
silence issues from macos clang
2024-07-29 16:39:08 +01:00
Brian Roberts 95c7e9f3f2
Merge pull request #1299 from Azaezel/alpha41/abFixes
fix guiwindowCTRL callback
2024-07-29 04:06:16 -05:00
marauder2k7 2fa15191ae Update mMatrix.h
most working example
2024-07-28 20:40:26 +01:00
marauder2k7 504b549ac0 Update mMatrix.h 2024-07-28 19:38:02 +01:00
marauder2k7 c61d36b799 closest
backup closest working example, no errors or warnings from compile, matrices arent correct though yet.
2024-07-28 19:36:07 +01:00
marauder2k7 888332a85c rest of the implementation
apparently templated classes need all functions to be inline, otherwise unresolved symbols
macro for switching between matrixf and templated
few functions that were missed
2024-07-28 14:35:34 +01:00
marauder2k7 8f8cc32636 normalize and affineInverse
added functions for normalize and affineInverse
2024-07-28 11:54:44 +01:00
AzaezelX 265ce8429b fix guiwindowCTRL callback
also set asset browser to use rows or columns depending on which dimension is longer
2024-07-28 05:51:03 -05:00
marauder2k7 2cee5f7e10 mul and operators
add mul functions and operators
code conformity changes
2024-07-28 09:02:49 +01:00
marauder2k7 02b5e85f61 implement struct example 2024-07-28 07:04:23 +01:00
marauder2k7 c0bcb8bd00 Update mMatrix.cpp
fix comment, torque is already column major, even though doc says its row major
2024-07-28 06:38:11 +01:00
marauder2k7 0f02c878ef Update mMatrix.h
setColumn
setRow
isIdentity

only a few functions left
2024-07-27 23:06:59 +01:00
marauder2k7 dd25f1c58a backup
initial implemenation of templated classes :
Matrix class first.
2024-07-27 15:29:54 +01:00
Areloch c0dec83a21
Merge pull request #1296 from Azaezel/alpha41/revertReformulation
roll back player animation picking
2024-07-26 17:15:46 -05:00
AzaezelX b5e1b32064 roll back player animation picking
old one worked better even if it made the compiler scream
2024-07-26 10:25:02 -05:00
AzaezelX eaa09a6db7 corrections:
fill in missing SceneObjectTypes enums.
parity with simobject.cpp and objecttypes.h
correct inspector display
2024-07-24 20:43:36 -05:00
AzaezelX 72c67e196a Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into Enumnanigans 2024-07-24 17:58:27 -05:00
Brian Roberts 7db28feb67
Merge pull request #1292 from Azaezel/alpha41/openALUpgrade
open al upgrade
2024-07-23 14:46:03 -05:00
marauder2k7 324acaf896 Update uuid.cpp
code review from Tron better method for uuid toString
2024-07-23 13:36:49 +01:00
marauder2k7 665fc092aa Update uuid.cpp
remove dmalloc
2024-07-23 13:09:23 +01:00
marauder2k7 80a1f0a0c5 Update uuid.cpp
add a malloc to target to make sure it has the length to take the string
2024-07-23 08:07:54 +01:00
marauder2k7 0853748f12 Update uuid.cpp
2 pass format_token, 1st gets the length required second passes it to target.
2024-07-23 07:58:03 +01:00
marauder2k7 3e57c709d9 Update uuid.cpp 2024-07-23 01:33:26 +01:00
marauder2k7 b1e7b817d2 Update duDebugDrawTorque.cpp 2024-07-22 21:40:57 +01:00
marauder2k7 776a9b9024 Update particleEmitter.h
....how was this working before.....
2024-07-22 21:37:51 +01:00
marauder2k7 56a89ee0b0 Update consoleFunctions.cpp 2024-07-22 21:20:54 +01:00
marauder2k7 6807abc8b6 ID10T error
no default does not need case -_- id10t error, few other fixes
2024-07-22 21:12:48 +01:00
marauder2k7 a621cc5100 various warnings
warnings cleanup
2024-07-22 20:59:48 +01:00
AzaezelX b12ece4627 from @marauder2k9-torque: remove typedefs as al.h now defines them, linux fix 2024-06-30 15:08:02 -05:00
marauder2k7 547b8c8c8c Merge remote-tracking branch 'upstream/development' into PhysicsDiscovery-tests 2024-06-25 13:17:39 +01:00
marauder2k7 b0181cc56a Update astNodes.cpp
missed naming
2024-06-18 15:23:52 +01:00
marauder2k7 fed83cdb8f naming
change enum to OP_JMPIFNOTSTRING (same name as others doing similar for different types)
place case with other ifnot statements
2024-06-18 15:15:25 +01:00
marauder2k7 54d0da6690 Update stringFunctions.h
changes to dAtob from az
2024-06-18 15:10:24 +01:00
marauder2k7 0d4c335231 test
working test without scanstring changes
2024-06-16 23:05:42 +01:00
marauder2k7 d8411b4a58 Update console.h
case insensitive
2024-06-16 20:02:57 +01:00
marauder2k7 d6a79e4f5b if statement
treat "true" as a bool in getInt check (inside if statements for strings)
no longer convert all "true" and "false" to ints
2024-06-16 20:01:47 +01:00
marauder2k7 e56f4cb6a6 if statements
Changed:
if check on vals now return true if the value has a string value
%val = "test me" if(%val) will now return true since %val is not null

Script side:
string checks for "true" and "false" will now be parsed as integer values of 1 and 0.

TEST VIGOUROUSLY
2024-06-16 15:04:20 +01:00
Brian Roberts 760c153232
Merge pull request #1288 from Azaezel/alpha41/posePoking
pickanimation filter fix, with docs
2024-06-15 14:30:52 -05:00
Brian Roberts b2fad6e3b9
Merge pull request #1287 from Azaezel/alpha41/destructorDefines
handle missing virtual destructors
2024-06-15 14:30:40 -05:00
AzaezelX 7ac714606f proper formulation 2024-06-11 16:08:07 -05:00
AzaezelX 61978fa4da pickanimation filter fix, with docs
sorts the order of operations flaws clang was complaining about, with explainations on why
2024-06-11 15:21:24 -05:00
AzaezelX a58f98167f handle missing virtual destructors
clang translation: destructinplace needs to know what to erase.
2024-06-10 13:20:09 -05:00
AzaezelX 5c701fe09e file write clarifications
handle clang complaints about hidden virtuals in the context of file writes that have thier own routes and I/O needs.
2024-06-10 13:15:27 -05:00
marauder2k7 1c43959c07 multiline eval support 2024-06-07 20:44:44 +01:00
marauder2k7 8140ed9b64 clear
clear lines, and dont try to print lines when there is no file.
2024-06-07 20:13:56 +01:00
AzaezelX 56e4484ff6 remove glowbin as it's own render pass 2024-05-30 17:29:42 -05:00
marauder2k7 79dfd14bea Update sfxALBuffer.h
revert to head
2024-05-25 10:20:14 +01:00
marauder2k7 0d1dc234fa Update sfxSndStream.cpp
we always want shorts
2024-05-25 10:04:51 +01:00
marauder2k7 e3d977b8e7 Update sfxALBuffer.h
mac dont like
2024-05-25 09:10:47 +01:00
marauder2k7 16ff27c6e6 Merge remote-tracking branch 'upstream/development' into sound-fix 2024-05-25 09:10:24 +01:00
marauder2k7 0ae0d633e9 Update sfxSndStream.cpp 2024-05-25 08:16:43 +01:00
marauder2k7 aa9cb63789 Update sfxSndStream.cpp 2024-05-24 17:18:35 +01:00
marauder2k7 de454dc793 Update sfxSndStream.cpp
revert vorbis back to 16bit add normalisation option.
2024-05-24 16:25:26 +01:00
marauder2k7 c28cedc2d8 32 bit float test
32 bit floating point sounds
2024-05-24 16:19:10 +01:00
marauder2k7 ebdc408385 Update sfxSndStream.cpp
streaming file fixes, also only wrap back around when we have read the whole file.
2024-05-24 15:11:18 +01:00
marauder2k7 bf34d3daa8 Update sfxSndStream.cpp
fix distortion issue on some sounds, if vorbis requires a scale set for float conversion
2024-05-24 14:12:01 +01:00
marauder2k7 482eb28ded Update sfxSndStream.cpp
add different file type modes and reset stream after reading (torque still reads the full thing)
2024-05-24 14:00:21 +01:00
marauder2k7 b338458a1d possible fix for torsion lineno 2024-05-24 09:48:42 +01:00
marauder2k7 25d6ee5372 backup
backup commit
2024-05-20 12:21:37 +01:00
marauder2k7 2d2d3c7560 PlaneConvex
Working example of a plane convex type, now groundplane does not need to create a box for its collisions.
2024-05-19 01:18:50 +01:00
marauder2k7 2132379b05 backwards compat
Changed: addCollisionDetail now has its fill mode at the end for easier backwards compat
2024-05-16 21:21:34 +01:00
marauder2k7 4b2165668f moar fixes
Fixed: convex and shape nodes are now the same transform as the target nodes
Changed: addNode now has the target at the end of its call for backwards compat
Fixed: renameNode was overwriting addNode calls, should not have been so
2024-05-16 20:36:47 +01:00
marauder2k7 280102d565 Update tsMeshFit.cpp
update addCollisionDetail documentation
2024-05-16 08:18:17 +01:00
marauder2k7 92b10df7eb cleanup nodes
ADDED: functionality to clean nodes out of the script that are related to a specific target
ADDED: functionality to clean multiple addCollisionDetails from the script
ADDED: ColConvex get added as nodes now and dont just get skipped (for future reference ColMeshes are checked for colConvex are not but this will be needed in future)

Removed: erroneous deletion of nodes and meshes from shapeEditorActions tscript file.
2024-05-16 07:04:54 +01:00
marauder2k7 25b0c5e2b1 finish fill mode setting
now fill mode actually takes effect and changes the fill mode type used to generate the convex hull
2024-05-16 04:32:14 +01:00
marauder2k7 48848f9706 rename vars
renamed vars to make more sense with the new option params
2024-05-16 03:39:18 +01:00
marauder2k7 f963a78446 TEST progress
Adding multiple collision hulls and shapes through the shape editor now works as intended though with multiple convex hulls it does produce a few lag spikes on first load of the objects.
2024-05-15 07:32:26 +01:00
marauder2k7 78f6206cde repurposed sliders
repurposed and renamed the 2 sliders in the gui to be for settings in vhacd
added the drop down for fillMode types but it is not hooked up to source yet
2024-05-14 17:20:17 +01:00
Brian Roberts cbe7f77ce0
Merge pull request #1278 from Azaezel/alpha41/oopsOps
fix fighting itterators
2024-05-14 09:47:54 -05:00
AzaezelX fe5e81a27a fix fighting itterators 2024-05-13 21:31:20 -05:00
marauder2k7 81a913616c revert ThreadPool rename
revert ThreadPool rename, resources ThreadPool class is already nested in namespace VHACD
2024-05-12 21:59:18 +01:00
marauder2k7 8cf2b1d0ef Update tsMeshFit.cpp
fix addSphere
fix addCapsule

now spheres and capsules scale correctly.... hopefully....
2024-05-12 17:51:21 +01:00
marauder2k7 399844f7f1 linux and tests
fix linux build
change thread test to use TorqueThreadPool
2024-05-12 16:31:30 +01:00
marauder2k7 948d2e5cef Update tsMeshFit.cpp
code cleanup, fix warnings etc
2024-05-12 15:21:59 +01:00
marauder2k7 109d8c06e9 final cleanup
final cleanup removal of the old convexDecomp library
ADDDED: library for the floatmath from v-hacd resource, required for fit sphere/capsule/box functions
2024-05-12 15:13:03 +01:00
marauder2k7 eb33fe04af working vhacd
renamed ThreadPool to TorqueThreadPool to avoid conflics
fixed data transmission between stages of convexDecome and trimesh creation
TODO: re-add our own functions for generating sphere/cylinder/box
2024-05-12 14:43:56 +01:00
marauder2k7 679f0ff065 vhacd
added vhacd not working atm
2024-05-12 03:07:59 +01:00
AzaezelX 84c08e6ed9 work around collide not returning false with a nul object
fix a crash caused by having boundingBoxCollision on, while projecting the mouse so that there is nothing between it and a globalbounds object
it would seem we're somehow ending up in a state of WorldEditor::collide returning true it hit somethging, but NULL as far as *what*
until we properly fix this, doublecheck to make sure the hitObject isn't NULL before we start trying to reference membervars/methods
2024-05-07 00:24:49 -05:00
Areloch da743d9dc4 Removed test enum values 2024-05-04 10:19:12 -05:00
Areloch b77911bdcd Exposes the SceneObjectTypeMasks as an enum type, allowing it to be utilized in inspectors.
Updated Trigger triggeredBy field to utilize new enum type for editing
Updated MaterialDefinition's animFlags field to utilize appropriate enum type for editing
Fixed image reference in bitmask inspectorField type to use correct image asset name
2024-05-04 09:56:04 -05:00
AzaezelX 3a7f3beb64 play steering thread on server so mounted objects like turrets can be linked to it 2024-05-02 21:01:16 -05:00
Brian Roberts 67b052a192
Merge pull request #1269 from Areloch/MultiObjectEditMadness
Adds handling for complex fields such as Point2, Point3 and Point4's to be able to apply value changes to only one axis across a multi-object set without affecting other axis'
2024-05-01 23:21:15 -05:00
Areloch 0d2aeac303 Cleaned up unneeded formatting values on the TypePointX field elements
Adds logic checks so we don't multi-apply edits from applyWord fields, causing redundant extra undo's
2024-05-01 21:58:18 -05:00
AzaezelX 1ea74bf8c6 enhanced argc reporting
in a method argc out of bounds scenario, report how many it got, and what range it expected
2024-05-01 18:20:14 -05:00
Areloch fdadfa5eea Adds handling for complex fields such as Point2, Point3 and Point4's to be able to apply value changes to only one axis across a multi-object set without affecting other axis' 2024-04-30 18:44:17 -05:00
marauder2k7 baa977eed8 missed change
missed explicit value
2024-04-27 23:40:35 +01:00
marauder2k7 8cf5fac497 Improved error printing torquescript
Added a vector that can lookback across x number of lines in a file, if not a file just print out the error.
2024-04-27 21:19:56 +01:00
marauder2k7 f82082f59f Merge remote-tracking branch 'upstream/development' into torquescript-errorPrinting 2024-04-27 07:02:52 +01:00
Brian Roberts 4e88c4c050
Merge pull request #1255 from marauder2k9-torque/torquescript-generateCompiler
TorqueScript Generate compiler
2024-04-27 00:44:35 -05:00
Sven ada83d9a6a
Remove redundant cstdint include 2024-04-25 18:10:26 +00:00
Sven ac56258c9f
Revert "Remove redundant include" 2024-04-25 18:09:54 +00:00
Sven 51be14645d
Remove redundant include 2024-04-25 19:58:50 +02:00
Sven ba5351180b
Add cstdint to ies_loader 2024-04-25 11:27:09 +00:00
Brian Roberts 29ba0439b7
Merge pull request #1260 from Azaezel/alpha41/dynamicReflectionRevisions
fix dynamicCubemaps on objects
2024-04-24 23:14:10 -05:00
Brian Roberts d464c450d5
Merge pull request #1259 from marauder2k9-torque/test-cubemap-mip-gen
Test PR for generating cubemap mips
2024-04-24 23:14:02 -05:00
marauder2k7 6966d20104 Error printing
now torquescript will print out a more modern error message with a pointer to the offending character.
Multi line error outputs to be added to this for context
2024-04-24 06:42:25 +01:00
marauder2k7 4f3a1f395c Merge remote-tracking branch 'upstream/development' into torquescript-generateCompiler 2024-04-20 06:21:05 +01:00
Areloch 51c1ab6b83 Adds a sanity check to SimObject's setFieldValue console method so if you pass in a blank field name it doesn't crash, instead asserting in debug, and logging the error in release 2024-04-19 00:00:37 -05:00
AzaezelX 824b9a9cd5 fix dynamicCubemaps on objects 2024-04-18 13:57:29 -05:00
marauder2k7 ce4d861658 Test PR for generating cubemap mips
note ibl skips prefilter step and prefilter just becomes the cubeRefl.getCubemap()

Generates cubemap mip levels after the bake correctly on DX side.
2024-04-18 07:56:52 +01:00
Brian Roberts e5aa6e4a95
Merge pull request #1258 from Azaezel/alpha41/probePoke
shift capturing from a globalMacro to a sceneRenderstate S32
2024-04-18 01:42:33 -05:00
AzaezelX fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32
lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
2024-04-16 13:51:41 -05:00
Brian Roberts 848db69ef1
Merge pull request #1256 from Azaezel/alpha41/orphanOops
getPrefabByCHild should skip NULLs
2024-04-15 17:55:24 -05:00
AzaezelX f6419d9659 fix order of ops mangling useGroupCenter snapping 2024-04-15 15:33:06 -05:00
AzaezelX 785872d398 getPrefabByCHild should skip NULLs 2024-04-15 13:20:09 -05:00
marauder2k7 587f80da91 Update bison.bat
make it output the header file, this way the linkage should always work..... "should"
2024-04-15 00:33:04 +01:00
marauder2k7 77eec75bed Update astNodes.cpp
typo
2024-04-14 22:52:32 +01:00
marauder2k7 856d3bc901 fix for linux
linux case sensitivity
2024-04-14 22:47:55 +01:00
marauder2k7 83b3f01928 update bison flex
-Updated bison flex exe files to the latest windows version i could find
-Regenned the compiler..... alot of changes.....
2024-04-14 22:17:41 +01:00
marauder2k7 0954b081d0 GenerateCompiler
-ReAdded generateCompiler.bat
-Fixed paths in bat filse
-Fixed paths for includes
2024-04-14 07:08:17 +01:00
AzaezelX ce36e2cac6 typofix 2024-04-10 16:27:30 -05:00
AzaezelX 39e72cf2b6 ditch _snapfloat entirely in favor of just using the shared mRoundF 2024-04-10 15:56:44 -05:00
AzaezelX f52c1165b6 fix editor grid snap 2024-04-10 15:17:47 -05:00
AzaezelX 65fe0be037 use consistent clipping 2024-04-10 15:17:24 -05:00
AzaezelX f7ed077d82 round utility functions
add mRoundF to return nearest floating value to stepsize
2024-04-10 14:17:19 -05:00
Brian Roberts f0e7a27c16
Merge pull request #1249 from Azaezel/alpha41/refreshrevamp
hot editing tsstatics crashfix
2024-04-07 14:26:15 -05:00
AzaezelX 00bdc913b0 onAssetRefresh(); already chains. no need to call that again 2024-04-06 17:14:56 -05:00
AzaezelX 40d38cc1ec uneeeded 2024-04-06 16:48:02 -05:00
AzaezelX 5ff83138cf need to set state to ok post-load and pre-changesignal callback 2024-04-06 16:39:31 -05:00
AzaezelX 3ace31c68c crashfix work for hot-editing shape assets tied to tsstatics 2024-04-06 14:48:22 -05:00
marauder2k7 447cec6cdd Update guiInspectorTypes.cpp
fix rotation display
2024-04-02 01:48:37 +01:00
Brian Roberts cc6bf16d95
Merge pull request #1247 from Azaezel/alpha41/copyPasteCrunch
fix mangled copypaste
2024-03-30 18:51:16 -05:00
AzaezelX 01ff82cb72 fix mangled copypaste 2024-03-30 17:41:22 -05:00
marauder2k7 33094397c2 Update bitmapSTB.cpp
stb loader was spamming NO SOI with the function of stbi_info_from_memory because it checks for a jpeg first. This will always return an error if you are sending any other format. Remove this check and just load the memory stream. if it fails to return pixeldata then we have an error.
2024-03-27 07:32:59 +00:00
AzaezelX 2b73f93f38 fix position editor value flutter
a) it didn't like mixing the script input %g and %.7f
b) we should set the increment to POINT_EPSILON as that's our cutoff value for several calcs.
2024-03-26 14:29:20 -05:00
marauder2k7 ee9ac81281 Merge remote-tracking branch 'upstream/development' into change-to-use-libsndfile 2024-03-25 08:41:12 +00:00
Triston a2cdbebfa1 removes a use after freed in consoleInternal 2024-03-24 18:36:42 -05:00
marauder2k7 d08583bef1 Merge branch 'SFXResource-fix' into change-to-use-libsndfile 2024-03-24 15:56:01 +00:00
marauder2k7 352afa3f0f SFXResource multi read
SFXResource was always creating a new file for each sound resource. Sometimes this would happen 3 times since the asset was creating a resource, then the profile, then the object that was using it.

Now if the sfxResource exists and we call openStream it returns the sfxFileStream linked to that file instead of just creating a new one.
2024-03-24 15:39:58 +00:00
marauder2k7 6bc4ace2e5 Update sfxSndStream.cpp
fix for stereo files (2d sound files) frames report back as bytesPerSample * channels

which for us is bytesPerSample. This needs to be applied to the return from read so sfx resource knows we have read all the info.
2024-03-24 13:51:04 +00:00
marauder2k7 705b17ab57 Merge remote-tracking branch 'upstream/development' into change-to-use-libsndfile 2024-03-24 12:07:26 +00:00
marauder2k7 0342eb6f31 replace other classes
now all sfxFileStreams create a libsndfile stream class.

At the moment we only read as short
2024-03-24 12:06:03 +00:00
marauder2k7 147044796b sfxSndStream
Ogg file from libsndfile now working. we can pull more information from the format and specifics of the file from libsndfile should maybe look at updating all the parameters around mFormat so it feeds openal settings better.

Next step is to remove the other stream classes.
2024-03-24 11:33:42 +00:00
marauder2k7 3652367b36 sfxSndStream
read an ogg file through libsndfile instead of libvorbis.

There are still issues with this part of the file opens but doesn't read the whole file for some reason
2024-03-23 20:17:18 +00:00
marauder2k7 d1fcdcbea3 Merge remote-tracking branch 'upstream/development' into MACOSX-CompileFixes 2024-03-21 18:52:54 +00:00
marauder2k7 a745fc3757 Initial commit
added libraries:
opus
flac
libsndfile

updated:
libvorbis
libogg
openal

- Everything works as expected for now. Bare in mind libsndfile needed the check for whether or not it could find the xiph libraries removed in order for this to work.
2024-03-21 17:33:47 +00:00
Brian Roberts 05a083ca6f
Merge pull request #1234 from marauder2k9-torque/virtuals-override
Virtuals override
2024-03-21 10:43:26 -05:00
Brian Roberts 3fd352926b
Merge pull request #1238 from Azaezel/alpha41/dynamicfieldsCrashfix
crashfix for inpector dynamic field editing
2024-03-21 10:43:17 -05:00
marauder2k7 d44e475800 compile fixes and improvements
mac was failing to generate an archive.

Icons now in an app asset so it can be properly modified in the project instead of being a static .icns file.

Info.plist now gets its bundle name from the product bundle identifier field, this means it can be changed through the gui instead of having to manually modify the bundle identifier. All other settings are left blank.

Info.plist will need further updates to take values set in Xcode to make it easier to distribute apps.

OpenAL and SDL have to skip installation in release mode builds for the archive to be created correctly.
2024-03-21 10:45:31 +00:00
AzaezelX 8549c17a42 crashfix for inpector dynamic field editing 2024-03-20 14:32:09 -05:00
marauder2k7 f00d53f1d4 Revert "Update engineAPI.h"
This reverts commit a3742d26fb.
2024-03-19 22:32:25 +00:00
marauder2k7 a3742d26fb Update engineAPI.h
remove static inline and replace for static.

static inline is not C compliant.
2024-03-19 22:20:48 +00:00
marauder2k7 7874c0ae27 Merge remote-tracking branch 'upstream/development' into virtuals-override 2024-03-19 19:11:24 +00:00
AzaezelX 2e25059b27 fix inheritance conflict loop by declaring a singular root for class EngineObject : public StrongRefBase 2024-03-18 22:39:18 -05:00
AzaezelX c337d5a9d2 clang tidy misc fixes
adress mixed || plus && concerns raised
2024-03-18 20:11:44 -05:00
marauder2k7 8dc3163fae Update gfxNullDevice.cpp 2024-03-18 20:24:03 +00:00
marauder2k7 815832152d changes on macosx
mac picked up a couple of left over issues.
2024-03-18 19:58:47 +00:00
marauder2k7 7c7e3c8bf8 Update gfxNullDevice.cpp 2024-03-18 19:58:02 +00:00
marauder2k7 155696ba76 Update gfxNullDevice.cpp
ubuntu gcc crash on this function
2024-03-18 18:55:59 +00:00
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
Brian Roberts 15971185ee
Merge pull request #1232 from Azaezel/alpha41/reloadredux
reload chain execution
2024-03-18 12:22:01 -05:00
AzaezelX bfc921da22 reload chain execution
for imageassets and materialassets, check any other assets using them, and uppon completion of reloading, kick off the using assets reload as well in serial
2024-03-17 21:30:19 -05:00
marauder2k7 e0c80ac909 fix for the fix because original fix did jack 2024-03-15 22:59:27 +00:00
marauder2k7 51624b7ce8 macosx changes
changes required to get masox to run.

Some further changes possible required around resourceHolder in future.

The geometry shader works in macosx with gl version 3.3, though i do think some changes are required internally to account for a lack of OUT_col%
2024-03-15 15:17:25 +00:00
marauder2k7 db97e8473a Update winPlatformCPUCount.cpp
fix pragma push/pop.
2024-03-14 15:14:01 +00:00
marauder2k7 11d8604d8e ogl device buffer creation
now ogl mirrors dx side with ubo creation and clearing pushed up to the device level.
2024-03-14 14:23:08 +00:00
marauder2k7 1e8841e6b5 pushed buffer creation up to the device level
now shaders ask the device to create a buffer, if a buffer of the same name and size already exist then a pointer to that buffer is returned instead. Going to see if something similar can be added to the opengl end.
2024-03-14 13:32:21 +00:00
marauder2k7 e46a7a7d47 re-download array object from development
re-download arrayObject from development so it doesn't show up as if there have been changes
2024-03-14 08:40:10 +00:00
marauder2k7 d7b68a97ee no idea why this was changed in a previous commit
how the fuck did this get changed!
2024-03-14 08:37:05 +00:00
marauder2k7 89843b541c Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-03-14 08:32:38 +00:00
marauder2k7 bd7bbd782c Revert "Merge branch 'development' into ShaderConstBuffer-CleanupRefactor"
This reverts commit ae11d996d9, reversing
changes made to e6c653c441.
2024-03-14 08:32:29 +00:00
marauder2k7 ae11d996d9 Merge branch 'development' into ShaderConstBuffer-CleanupRefactor 2024-03-14 08:28:29 +00:00
marauder2k7 e6c653c441 warnings cleanup
cleanup and some warning fixes
2024-03-14 08:28:11 +00:00
marauder2k7 9dc5ae833b opengl ubo setup
opengl can now compile with ubo buffer objects similar to cbuffers on dx side.

cleaned double up of data from both sides, gfxhandles only need to use the desc info instead of holding onto its own.
2024-03-13 22:23:01 +00:00
Brian Roberts 3fa7faf361
Merge pull request #1228 from jamesu/zonefix
Basic fix for zone removal issue
few bits will still need a follow-up, but in the interests of killing the ap crash this is a good enough baseline
2024-03-12 21:24:14 -05:00
James Urquhart 42f4ccfbb5 Basic fix for zone removal issue 2024-03-11 23:02:15 +00:00
AzaezelX 07ed59a872 TORQUE_TOOLS off compile fix
fix a cornercase for when TORQUE_TOOLS is #undef at the torqueconfig.h level
2024-03-10 14:29:17 -05:00
marauder2k7 fbed04050a gui shaders for opengl
First opengl geometry shader along with the other shaders for gui rendering opengl side.
2024-03-09 18:34:43 +00:00
marauder2k7 d9c4269d8b bug fix
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.

few other minor additions and fixes.
2024-03-07 17:22:48 +00:00
marauder2k7 dbbd9383e7 better rounded rect 2024-03-07 10:20:06 +00:00
marauder2k7 0d448ad761 smoothing out results from gui shaders
roundedRectangle and circle drawing now smooth out their results
2024-03-07 09:47:18 +00:00
marauder2k7 2dc623df7e material output node
material output node added

colors denoting node sockets added. this will probably be changed.
2024-03-06 19:57:18 +00:00
marauder2k7 c9d70de609 extra draw gui
add the extra functions for drawing gui elements
RoundedRectangle:

All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners

Draw thick line:
draws a line thicker than 1 pixel, uses a geometry shader to do this

Draw Circle:
Draws a circle with a border parameter.
2024-03-06 17:27:18 +00:00
marauder2k7 39c2cc09fc Update gfxGLShader.h
forgot to save the file...
2024-03-06 14:02:30 +00:00
marauder2k7 4a6fbd5811 DX and GL Geometry shaders added
Added the dx and gl geometry shader compile codes.
2024-03-06 13:51:50 +00:00
marauder2k7 808e2f4200 Groundwork for other shaders
Adds the ground work for geometry shaders
Expands shaderData and gfxShader to allow for more shader types

note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage.

Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
2024-03-06 13:26:39 +00:00
marauder2k7 949f788a0a connections
connections rendering and logic finished.
can make rendering better in future updates such as using geo shaders for bezier curves and smoother lines.
2024-03-05 20:39:33 +00:00
marauder2k7 155dfe0c69 more options for nodes
render nodes with GuiShaderEditor border colors
node size now changable.
2024-03-05 13:15:33 +00:00
marauder2k7 b2095db575 can key focus 2024-03-04 17:15:13 +00:00
AzaezelX 24562e6758 aug ArrayObject to have a uniquePair command
like uniqueket and uniquevalue, removes duplicate entries, but only if *both* match
also, use that for the populateAllFonts() cache generator
2024-03-03 22:04:09 -06:00
marauder2k7 daa0cfef3a shader node editor test
node editor functioning correctly, connections needed next
shader nodes to be added in the next commit also
2024-03-03 21:13:58 +00:00
marauder2k7 6e85b43088 backup before connections
everything in shaderEditor now finished only thing left to add is the connections.
2024-03-03 19:24:49 +00:00
marauder2k7 be0689549a place functions in cpp
stop cli bitching.....
2024-03-02 20:14:11 +00:00
marauder2k7 457cdd00bb shader editor ground work
Adds the ground work for shader editor
Adds the base gui for the shader editor
2024-03-02 20:09:45 +00:00
marauder2k7 d8636f754b Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-03-01 17:52:37 +00:00
marauder2k7 6355da5df6 various fixes
STB probably shouldn't fail on failed info, just continue.
Assimp only add sequences if there are any.
Update kork chan asset.
2024-03-01 15:01:47 +00:00
marauder2k7 017246cfa3 Update gfxD3D11Shader.cpp 2024-03-01 14:30:31 +00:00
marauder2k7 cd6656be35 Fix archive
Incorrect cmake directory was messing up reading from zips
STB was failing to read from zips, it was failing to get the file info, something we were using as an early out, now if that files on the filepath, we use the memory read instead since stream needs to be a success to get to that point.
2024-03-01 10:06:18 +00:00
marauder2k7 74da01dd0d Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-29 14:34:54 +00:00
marauder2k7 a7021c0ed3 cleanup
Reverted back to a 2d array since when the const buffer changes are made to the shaders they will be completely swapped out for a 1d array with a max size of 16 for the program, id3d11buffers will be shared across shaders apart from object buffers. We still need to decide on a structure to get everything setup so to keep functionality a max of 2 buffers per stage with 1 buffer as a padding so we can start coding constant buffers right away
2024-02-29 14:34:22 +00:00
Brian Roberts 5d1f306668
Merge pull request #1224 from Azaezel/alpha41/cmakeCleanup
t3d subdirectory review
2024-02-28 19:39:20 -06:00
AzaezelX 7d1927af99 t3d subdirectory review
add missing example directory
preserve reservations for ecs directories in remmed form
2024-02-28 03:53:49 -06:00
Brian Roberts 13e5302e93
Merge pull request #1211 from marauder2k9-torque/AssimpLoaader-Fix
Test assimp PR before full refactor
2024-02-28 03:37:25 -06:00
marauder2k7 cd8914b9ad reverse bitshift
need to reverse the bitshift on shaderstages so we get values between 0-5, need to also revert the mBoundConstVec back to a 2dimensional array so that the binding point can be dynamic as well.
2024-02-27 20:59:10 +00:00
marauder2k7 040bbdd6d6 Update gfxD3D11Shader.cpp
turns out we dont need to do this if both exist the bind point gets changed anyway
2024-02-27 14:51:59 +00:00
marauder2k7 e9a38539a3 multiple desc per handle
Added multiple descriptions to handles.

While maps are very efficient and match data very quickly due to hashing and what not, they are tricky memory wise, we cant clear them if they are only made up of structs and enums. Need to explore other methods for doing this. Original system had a sub buffer system with a check based on whether the handle was marked vertex/pixel. With 6 stages possible now we need to think of a more effective method. Since shaderstage is now a bit flag maybe some sort of streaming setup could be used to write without a loop.
2024-02-27 09:15:19 +00:00
marauder2k7 78df01af55 Update gfxD3D11Shader.cpp
plugging leaks
2024-02-26 22:44:32 +00:00
marauder2k7 37636bcd26 switch to vectors
uses vectors for buffers instead of 2d array
2024-02-26 22:25:11 +00:00
marauder2k7 dfe4bcd01e Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-26 18:51:40 +00:00
marauder2k7 c876e86957 Update gfxD3D11Shader.cpp
cleanups
2024-02-26 16:38:56 +00:00
marauder2k7 b979f4befc everything works
... apart from the sun =/
2024-02-26 09:22:19 +00:00
marauder2k7 e24971517e commit before pr 2024-02-25 23:10:23 +00:00
marauder2k7 25bc9cf354 stumped
buffers seem to be being added correctly, but for whatever reason render is not correct =/
2024-02-25 22:51:37 +00:00
marauder2k7 af29a2af0a Remove code duplication
Removed code duplication, all types can be routed through the same function apart from matrices.
2024-02-25 15:26:48 +00:00
marauder2k7 8c01a1a85b Working
This commit has everything rendering kind of correctly, but the colours seem off from lighting.
2024-02-25 13:39:22 +00:00
marauder2k7 6355e122d2 compare before change
check to see if data is different in internal sets before changing values
2024-02-24 19:52:35 +00:00
Brian Roberts e0cf6cd1b7
Merge pull request #1219 from Azaezel/alpha41/npcnono
fix non player class pathshape jitter
2024-02-24 12:31:15 -06:00
Brian Roberts ecd75bdc06
Merge pull request #1220 from Azaezel/alpha41/fixGLVisibility
fizzle fix for gl
2024-02-24 12:31:06 -06:00
marauder2k7 3f3ef12c3b handle the global buffer
global buffer needs a special case
2024-02-24 17:33:28 +00:00
marauder2k7 e8d8138c74 working
last commit before global conform
2024-02-24 16:26:09 +00:00
marauder2k7 d9fd3375da Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor 2024-02-24 14:42:53 +00:00
marauder2k7 8887e21f4b working
working example, renders all gui controls.

We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
2024-02-24 14:42:30 +00:00
marauder2k7 dd4d48d654 working example
now its working.. still not perfect but its getting there
2024-02-24 12:40:12 +00:00
marauder2k7 42b8748f5b bkup
still memory heap issue
2024-02-24 12:04:53 +00:00
marauder2k7 4caa54ad7e working example
everything is working apart from samplers......
2024-02-23 21:27:44 +00:00
marauder2k7 a1e2f781a8 Set constant buffers
added logic to set constant buffers dx side
2024-02-23 20:06:46 +00:00
AzaezelX c7cc86b357 clamp spot angle to 179,
up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
marauder2k7 97ed522667 gfxD3D handles and buffermap
init handles coded.
bufferMap added.
2024-02-23 17:18:45 +00:00
marauder2k7 630bee97c7 backup 2024-02-22 21:37:44 +00:00
marauder2k7 1ccf4cff85 Merge remote-tracking branch 'upstream/development' into AssimpLoaader-Fix 2024-02-22 10:01:32 +00:00
marauder2k7 55519aac57 Shader refactor
Refactored DX Shader compilation and reflection to be more similar to opengl
Added support for more than 1 const buffer per shader stage.

This is boilerplate code, no functionality yet, that will be added in further commits. Though this builds without errors do not try and run it at this point.
2024-02-22 09:58:45 +00:00
AzaezelX ad6880ec0d fizzle fix for gl
correct  ShaderFeatureGLSL::getInVpos to more closely match directx outcomes so we can keep using the same math across incudes
2024-02-21 14:16:38 -06:00
AzaezelX a4da6727ed fix non player class pathshape jitter
everything has a consistent getRenderTransform() nowadays
2024-02-21 12:24:38 -06:00
marauder2k7 ad64b4f2df IES Loader
Updated IES loader to use torque math functions and calls in the problem areas for mac and linux.

New F32_MIN_EX which is lower than F32_MIN (required for ies profiles)
2024-02-21 09:36:37 +00:00
marauder2k7 4417462499 Add support for both ies and cookie
Both ies and cookies can now exist on a light

We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment

Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
2024-02-21 07:40:57 +00:00
marauder2k7 a12d915180 Loads an IES Photometric profile.
ADDED: Ability to add IES profile as the cookie texture slot in both point lights and spot lights

TODO:
Have the IES Profile also drive the settings for the lights.
Make it work with Cookie textures. IES profiles are to be another slot in the advanced light section.
2024-02-21 06:22:37 +00:00
Areloch d890c530f9 Adds logic to be able to set a search string on an inspector that will be used to filter displayed fields.
Adds a textEdit filter box to the main world inspector that hooks into the primary inspector for said search functionality
2024-02-13 20:33:14 -06:00
marauder2k7 58bcea770c Node interp
Fix node interpolation to remove the jittered (reverted back to previous get node transform)
2024-02-10 21:57:08 +00:00
Brian Roberts 5afbfec3b1
Merge pull request #1213 from Azaezel/alpha41/ProbesInPreviewers
fix guishapeedpreview not displaying IBL
2024-02-10 14:50:23 -06:00
marauder2k7 b7f9687a9d Merge remote-tracking branch 'upstream/development' into AssimpLoaader-Fix 2024-02-10 20:02:02 +00:00
marauder2k7 05960e4d25 extra fixes
Torque sees the seqEnd in appSequence as a time in seconds whereas in Assimp this is in frames.
This is then converted to frames in generateSequences.
2024-02-10 20:01:52 +00:00
AzaezelX de87d2f6ad fix guishapeedpreview not displaying IBL
note this *does* require a baked skylight in the main scene
todo: track down why a similar protocol does not operate for guimaterialpreview and guiobjectview
2024-02-10 13:36:55 -06:00
Brian Roberts 2fe2e7925e
Merge pull request #1212 from Azaezel/alpah41/UnitTestTrouble
supress concurent threadsafedeque test as invalid
2024-02-10 10:48:39 -06:00
AzaezelX 0ccb27b7ad supress concurent threadsafedeque test as invalid
it's never actually used like that in practice, and while the cornercase reminder is useful, it's activetly causing overlooks for practical problems
2024-02-10 10:16:23 -06:00
marauder2k7 e2550ed525 Update assimpAppSequence.cpp 2024-02-10 04:49:57 +00:00
marauder2k7 144e1bcc60 Update assimpShapeLoader.cpp 2024-02-10 04:25:48 +00:00
marauder2k7 4b2abd4828 Merge remote-tracking branch 'upstream/development' into ThreadSafeDeque 2024-02-10 03:20:59 +00:00
marauder2k7 26e1350234 Merge remote-tracking branch 'upstream/development' into AssimpLoaader-Fix 2024-02-10 02:56:56 +00:00
Brian Roberts 25a3c3325f
Merge pull request #1208 from jamesu/datachunker_refactor
Datachunker & FrameAllocator refactor
2024-02-09 20:32:39 -06:00
marauder2k7 7115d9bcc6 Update assimpShapeLoader.cpp 2024-02-09 22:12:52 +00:00
marauder2k7 37dd58dca4 Update assimpShapeLoader.cpp
non destructive fixes for assimp loader
-this creates an ambient sequence if 1 does not exist.
-adds a bounds node if 1 does not exist.
2024-02-09 22:06:11 +00:00
Brian Roberts 600a6b8ebc
Merge pull request #1192 from Areloch/EditorPopupEXFieldExpansion
Usability improvements for editor fields utilizing popup menus
2024-02-07 19:29:07 -06:00
marauder2k7 ae8a2a74f7 Update threadSafeDequeTest.cpp
change value to 50
2024-02-07 17:25:48 +00:00
James Urquhart 28ba2f2473 Fix gcc & clang Compile for FrameAllocator changes 2024-02-07 00:05:14 +00:00
AzaezelX c9ac4ffbfe correct grouping 2024-02-05 21:02:41 -06:00
James Urquhart 45898694e4 Reimplement FrameAllocator and FrameTemp; Tidy up DataChunker header.
- Also additional work on tests to reflect watermark behavior change
2024-02-06 02:35:16 +00:00
AzaezelX cea641b154 don't early out, *do* use case sensitive filename finding for the stringtable, and finally, don't even bother setting the mSoundpath here unless it's to clear it 2024-02-05 18:41:07 -06:00
James Urquhart 7332dd6643 Add tests for FrameAllocator and DataChunker 2024-02-05 22:53:09 +00:00
AzaezelX ef858d726b remindernote: false for unchanged, true for changed 2024-02-05 14:40:24 -06:00
AzaezelX da9b9ed787 prelim refactor 2024-02-05 14:23:11 -06:00
James Urquhart 3781c7fae5 Add an alternate allocator for DecalManager; Also fix SFX weirdness. 2024-02-04 23:27:31 +00:00
James Urquhart 915fac31b3 Basic refactoring WIP 2024-02-04 23:27:31 +00:00
Brian Roberts 36581246cd
Merge pull request #1206 from Areloch/MatAnimFlagsFix
Ensures that material animation flags are cleared when values are changed so they don't "stick"
2024-02-04 15:49:30 -06:00