marauder2k7
f24e9f5195
Update mathTypes.cpp
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TransformF can take 7 or 3 values so on false just set position for now. We may need to change ParseProperty to return a count for such cases as this and be able to tell whether its just position, rotation or both being set
2025-05-16 17:27:34 +01:00
AzaezelX
37f28dfbd7
cleanup strays
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handle clearing composite input textures
we no longer have a material value labeled emissive.
2025-05-16 10:54:00 -05:00
marauder2k7
f64c7ce7aa
Update materialDefinition.h
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the values holding the channel selection were set to floats when they were expecting integer values.
2025-05-16 16:16:41 +01:00
marauder2k7
a9240b87f4
Update assetImporter.cpp
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image asset importer was doubling up on the filepath.
2025-05-16 08:14:25 +01:00
marauder2k7
6870a040e2
purge assets and clear image
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image asset was missing a clear, passing a null value should clear the image asset and set it to null on materials.
2025-05-14 00:57:38 +01:00
marauder2k7
aa3f07e339
update macro
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Added get##name##File to macro that will check to make sure the asset is not null before getting the image file.
2025-05-14 00:30:47 +01:00
marauder2k7
a52069bbc5
processed material null ref
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processedMaterial was not checking to see if each asset was null before getting the image filename inside the call to _createCompositeTexture
2025-05-13 23:46:54 +01:00
marauder2k7
cbde207fdd
Update assetManager.cpp
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fix crash on exit
2025-05-12 22:58:52 +01:00
marauder2k7
f86497434e
is named target
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clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
Brian Roberts
6cda97867c
Merge pull request #1452 from marauder2k9-torque/MEMORY-MANAGER-REFACTOR
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Memory Manager Refactor
2025-05-12 15:31:06 -05:00
marauder2k7
fb1840ab1d
Update console.h
2025-05-12 21:17:26 +01:00
marauder2k7
2207ae4a65
Update console.h
2025-05-12 16:35:08 +01:00
marauder2k7
e1c01cd49a
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-05-12 14:45:41 +01:00
marauder2k7
41c3f610be
remove free from scripting lanugage
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was causing issues with foreach
2025-05-12 12:50:49 +01:00
marauder2k7
b54ed77f7a
Update console.h
2025-05-12 11:50:57 +01:00
marauder2k7
e5e3efb30c
Update platformMemory.h
2025-05-12 11:50:56 +01:00
marauder2k7
f3046a9c3e
Update ScriptTest.cpp
2025-05-12 11:50:54 +01:00
marauder2k7
c6e0eade04
az changes
2025-05-12 11:50:53 +01:00
marauder2k7
1ddc7219a5
Update console.h
2025-05-12 11:50:52 +01:00
marauder2k7
954c3b03db
Revert "Update console.h"
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This reverts commit 76c17179e695df08466c34bf334c1e819ad59c76.
2025-05-12 11:50:51 +01:00
marauder2k7
bdcd60f8af
Revert "Update ScriptTest.cpp"
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This reverts commit 40aa2414ebeb14274aed4d2b77f6847ac0f8b28b.
2025-05-12 11:50:50 +01:00
marauder2k7
8fc91bbc1e
Revert "Update console.h"
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This reverts commit ffac34b2d3eb24ec6a460f2cf77e172543c15772.
2025-05-12 11:50:47 +01:00
marauder2k7
0df6e99a75
Revert "Update console.h"
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This reverts commit f10080489995570036e2e5ba762357559a0abd34.
2025-05-12 11:50:46 +01:00
marauder2k7
2b14e5448e
Revert "update"
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This reverts commit 7ac9c55bf1efa23db674dba4f2c7ada7ca344d7d.
2025-05-12 11:50:45 +01:00
marauder2k7
5cc2abc9ae
update
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revert console.h to best working version
wrap includes around the TORQUE_DISABLE_MEMORY_MANAGER macro
in torqueConfig.h.in add check for whether we are in release and make sure TORQUE_DISABLE_MEMORY_MANAGER is defined.
2025-05-12 11:50:44 +01:00
marauder2k7
cb7dab4052
Update console.h
2025-05-12 11:50:42 +01:00
marauder2k7
656a8ac0bd
Update console.h
2025-05-12 11:50:41 +01:00
marauder2k7
0690ad912a
Update ScriptTest.cpp
2025-05-12 11:50:36 +01:00
marauder2k7
338eaea786
Update console.h
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az: stringtable insert for stentry
2025-05-12 11:50:35 +01:00
marauder2k7
dc16c50e4e
Update console.h
2025-05-12 11:50:33 +01:00
marauder2k7
8176145aaa
remove more std::move
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std::move needs to be used with pointers, we werent doing that and so a temp var was being copied onto the heap when it should of stayed on the stack. This caused memory leaks
2025-05-12 11:50:32 +01:00
marauder2k7
5fc9da789b
changes from az
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leak damn near fixed with these changes
2025-05-12 11:50:30 +01:00
marauder2k7
ee0cf872a0
moar leak plug attempts
2025-05-12 11:50:29 +01:00
marauder2k7
ea39c83afd
Update console.h
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might not fix the leak we were having around callbacks, but it really slows down the upcreep of memory
2025-05-12 11:50:28 +01:00
marauder2k7
bab75a3a46
clang-tidy complained about std::moves
2025-05-12 11:50:26 +01:00
marauder2k7
6237703140
Update platformMemory.cpp
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stop memleaker from leaking...... yes i see the irony
free was being blocked from running when unitialized
in shutdown reset our allocList allocCount and currentAllocId so the array can be written to again
2025-05-12 11:50:25 +01:00
marauder2k7
d93f094cf5
Update console.cpp
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move shutdown function to after PathExpandos is defined and clear it to remove it from memlog
2025-05-12 11:50:24 +01:00
marauder2k7
d8315267e8
clear utf16 cache
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this stops the unicode global cache from showing in the memleak output
2025-05-12 11:50:22 +01:00
marauder2k7
8926d1c32b
Update assetManager.cpp
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purgeAssets correctly on tear down of the asset manager
2025-05-12 11:50:21 +01:00
marauder2k7
e2c4f88faf
plugging moar leaks
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Namespace Leaks: these leaks would have been freed on app kill but they were still contaminating the log so free em.
Con::shutdown: gGlobablVars again another leak that would of been freed on app kill
AssetManager onRemove should be clearing its lists
Scripting language needs a free for its strings these destructors free after the rule is executed so the data is cached internally and then freed. This may be needed for other types in the union (should not be used on nodes just raw data)
2025-05-12 11:50:20 +01:00
marauder2k7
b0eb3875c9
changes from az
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Output now collates issues together into 1 entry for each leak point
tDictionary leak
2025-05-12 11:50:18 +01:00
marauder2k7
1050cad372
Update platformMemory.cpp
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add date and time to output logfile
2025-05-12 11:50:17 +01:00
marauder2k7
15ff382469
plugging found leaks
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LEAK from G:\GameDev\GithubRepo\Torque3D\Engine\source\console/consoleObject.h:686
- leak around props remaining after the const_cast free it up
LEAK around sound asset
- assetEnumNameConcat was creating a leak.
2025-05-12 11:50:16 +01:00
marauder2k7
8f856dd7cd
build fixes missed by copy over
2025-05-12 11:50:14 +01:00
marauder2k7
8c812cb448
initial commit
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This change makes the memory manager work again for detecting leaks, the built in one kept coming into de-ref and other bugs so this is the start of a refactor to get it working.
2025-05-12 11:50:13 +01:00
AzaezelX
4ba93dafc3
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-05-03 15:25:36 -05:00
Brian Roberts
b095134df8
Merge pull request #1451 from Azaezel/alpha41/cleanerCleanups
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isobject and obj.delete safties
2025-04-29 20:25:39 -05:00
AzaezelX
62aadf9114
isobject and obj.delete safties
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isobject isn't actually one if it's yet to be properlyAdded, or already marked with isRemoved
likewise don't try and delete a deleted thing
2025-04-29 16:45:25 -05:00
Brian Roberts
db57f67839
Merge pull request #1450 from Azaezel/alpha41/popUpGoPop
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fix PopupMenu::checkItem filter
2025-04-29 15:45:54 -05:00
AzaezelX
c04eaa5862
fix PopupMenu::checkItem filter
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reminder size is the total element count of the vector
2025-04-29 15:45:39 -05:00
Brian Roberts
798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
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Updates most of the handling of asset types to follow a more standardized type-registration system.
2025-04-29 13:19:50 -05:00
AzaezelX
e489e0cd18
go ahead and allow follow without needing a navmesh
2025-04-28 16:01:24 -05:00
AzaezelX
a05ff4f351
kill dupe controlmap tracking var define
2025-04-28 14:38:51 -05:00
AzaezelX
9e2666ed09
nav editor compliance
2025-04-28 14:35:26 -05:00
AzaezelX
f278150185
TORQUE_NAVIGATION_ENABLED filtering
2025-04-28 14:31:27 -05:00
AzaezelX
618ddbc9ba
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
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# Conflicts:
# Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
AzaezelX
be35c27411
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/DamageModel
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# Conflicts:
# Engine/source/T3D/vehicles/vehicle.cpp
2025-04-28 10:53:53 -05:00
Brian Roberts
2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
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add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX
7ed3f11c8e
might as well go ahead and allow substitution statement support
2025-04-28 00:26:45 -05:00
AzaezelX
2ae10c7ce1
add reload status to onNewDataBlock callback
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and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
AzaezelX
b643aa41a2
take flight floor and ceiling into account for yaw too
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ditch roll compensation as it was causing more problems than it was solving
2025-04-26 21:04:06 -05:00
AzaezelX
20976b485c
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-04-26 10:11:13 -05:00
AzaezelX
b2021caa6d
skip sidestepping off a cliff raycast if we're not sidestepping
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take current velocity into account for vehicles since some degree of momentum will be maintained
2025-04-25 20:36:22 -05:00
AzaezelX
675bdfe6b3
fix pack/unpack data for AIControllerData's (though we still send nothing, we do need to mark it clientside as false)
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more pitchwork for flying vehicle drivers
when flocking is irrelevant just path to next node
2025-04-25 18:50:16 -05:00
JeffR
24db0305f6
Modified callback to ensure that when a shapeAsset changes, groundCovers properly re-initialize to reflect the change
2025-04-24 13:24:26 -05:00
JeffR
f31acf774e
Adds handling for datablocks to be reloaded if the assets they utilize have their files directly edited.
2025-04-24 00:58:20 -05:00
AzaezelX
6efb3843f6
scale flyingvehicle ai pitch by the amount yaw forces it to roll
2025-04-23 16:25:35 -05:00
AzaezelX
c1d32a9fd6
more cleanups and standardizations
2025-04-23 00:05:57 -05:00
AzaezelX
d8ea8803c3
simplify calcs by leveraging pre-existing matrix methods and dot product properties
2025-04-22 22:06:32 -05:00
AzaezelX
71b8046bb1
shift mode stop and stuck below modeslowing so we can just do basic math filtering
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fix a few bits of eroneous sidestepping attempts by flying and wheeled vehicles.
more work on flyingvehicle resolvepitch and resolvespeed
2025-04-22 00:34:32 -05:00
AzaezelX
584093f48d
aiInfo getPosition now optionally takes a doCastray bool (off by default)
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AIFlyingVehicleControllerData add flightfloor and cieling
resolvepitch from (portions of) the old aiflyingvehicle resource
no reversing for flyingvehicles, so bottom out resolvespeed at 0
2025-04-21 19:13:31 -05:00
AzaezelX
6200a6f1fb
add a calibrateable mHeightTolerance
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for players this defaults to 0.001, for wheeledvehicles, 2.0, and for flyingvehicles, 200
fix naveditor cript not looking up the object.datablock.aicontrollerdata
fix AIWheeledVehicleControllerData not binding the relevant ::resolvespeed
also the relevant ::resolvespeed now lowers the throttle post-turning
add AIFlyingVehicleControllerData
2025-04-21 14:58:11 -05:00
AzaezelX
fdb64b15a8
stop spamming the console with callack status
2025-04-20 21:41:04 -05:00
AzaezelX
32d95d3b8b
put AIPlayer support back, and it as the default class to spawn
2025-04-20 15:29:26 -05:00
AzaezelX
185acd23e0
stop controllobjects from fighting
2025-04-19 14:35:18 -05:00
AzaezelX
b864908efd
clean up a few stray bits
2025-04-19 07:10:18 -05:00
AzaezelX
a609917cee
put the flocking protocol ion the repath command itself with a high weight so it prioritizes avoidance vs straight following
2025-04-19 06:37:28 -05:00
AzaezelX
3210325f3f
elevated mAicontroller to shapebase
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aiwheeleedveiclecontrollerdata resolvespeed now only touches throttle
objects assigned aicontrollers now reflect that by thier objecttype
basic flocking
2025-04-19 04:25:36 -05:00
AzaezelX
d36cf31707
more safeties. simplified reverse steering calc
2025-04-18 18:27:39 -05:00
AzaezelX
712404c9b4
hook up Vehicle's getAIMove(Move*);
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list aiControllerData's in the datablock. though the command is still required to set the controler and look up the relevant db for game specific logic
2025-04-18 12:28:49 -05:00
AzaezelX
2d0bcbcf8d
behavioural change: feeding an AInfo an object with a 0 radius causes the class to fill in radius from that objects bounds box
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also, vehicle direct hooks
2025-04-18 11:36:27 -05:00
AzaezelX
78a26b0108
expose a getThrottle for vehicles. save some calcs in AIWheeledVehicleControllerData
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deletion cleanups
2025-04-18 11:00:13 -05:00
AzaezelX
2d5e8c1560
make steerstate for AIWheeledVehicleControllerData's self contained
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variable raylength for the rpath filter. same 0.001 for players to stop recalculating a path when jumping, but bump anything they're mounted to to a 2 unit check
bit of work towards parallel parking. or at least not ending up arcing back and forth infinitely in an arc
2025-04-17 23:31:30 -05:00
AzaezelX
1fad2c7372
AIWheeledVehicleControllerData wipwork
2025-04-17 20:01:36 -05:00
AzaezelX
32f9917ed2
aicontroller:
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in order to call derivatives of AIControllerData datablocks *without* requiring an accompanying AIController subclass as well, leverage the fastdelegate system for our resolver callbacks
additionally, don't try and repath in mid air
aigoal: initialize inange/infirinrange to false. use those to filter callbacks
2025-04-17 17:55:38 -05:00
AzaezelX
f84bf058c9
navigation: setPathdestination now takes a replace bool to preserve the goal
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also killed a few now extraneous clearfollow calls
2025-04-17 17:51:31 -05:00
AzaezelX
c72c3068f8
aiinfo subclass inheritance cleanups, and default constructor removals for safeties
2025-04-17 14:38:27 -05:00
AzaezelX
4f87ad4cf7
moar gaol tracking cleanups
2025-04-17 12:27:05 -05:00
AzaezelX
2956223a60
simplify setpathdestination loop
2025-04-17 11:39:06 -05:00
AzaezelX
83822f1148
fix eroneous defaults
2025-04-17 11:38:21 -05:00
AzaezelX
25b3a7c070
break wether we *should* be trying to move out of the resolver
2025-04-17 10:50:58 -05:00
AzaezelX
eaa6a62b0c
misc cleanups
2025-04-17 10:38:36 -05:00
AzaezelX
a10169accf
fix node following stopping early
2025-04-17 09:44:04 -05:00
AzaezelX
4fb92f02a3
completed list of roughly ported over scripthooks.
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todo: need to figure out why followobject is only hitting the first path node. likely amixup with goal handling
2025-04-17 01:27:08 -05:00
AzaezelX
e37ae27bc0
fix aim safeties to actually be safe, add an explicit clearAim script command
2025-04-16 17:58:30 -05:00
AzaezelX
14a03dfc6c
if you've stopped moving on purpose, you're not stuck
2025-04-16 17:40:53 -05:00
AzaezelX
f3ef698e89
getmovedestination, set/get speed, targetting script commands
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todo: need to see why getAIController().setAimLocation("10 10 0"); seems to get into an onreachdestination+stuck callback loop
2025-04-16 17:27:26 -05:00
AzaezelX
f0c0f3c42c
projectile augs
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use impactforce to applyimpulse for stock physics too
add an optional explodeOnTmeout
for nonballistic projectiles, track if they hit something before their armingdelay is up, and delete them next simulation cycle
2025-04-16 13:08:39 -05:00
AzaezelX
f00b8e1ae0
toEuler. n ot getforwardvector
2025-04-15 18:23:12 -05:00
AzaezelX
2fe36a571b
setaicontroller: use Ids
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get rid of duplicated mMoveDestination
2025-04-15 18:01:18 -05:00
AzaezelX
201b7bf695
aiController.setMoveDestination test
2025-04-15 17:00:36 -05:00
AzaezelX
19e73c0be2
expose the AIPlayerControllerData subtype to console
2025-04-15 15:34:58 -05:00
AzaezelX
8c663a19a5
generalized ai subsystem wipwork
2025-04-15 15:12:27 -05:00
Brian Roberts
75e23e85ea
Merge pull request #1440 from marauder2k9-torque/IntegerParsing
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Parse Property Templated function
2025-04-14 10:03:35 -05:00
AzaezelX
5b2c0c7703
add a controlmap entry
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for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
marauder2k7
0ff636e9ca
Update mathTypes.cpp
2025-04-10 08:56:40 +01:00
marauder2k7
77a7847eed
Update mathTypes.cpp
2025-04-10 08:56:20 +01:00
marauder2k7
fae5ebb9e8
null termination was wiping buffer
2025-04-10 08:55:42 +01:00
marauder2k7
2e64d36382
Update mathTypes.cpp
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fix matrix types, should of been using columns not the rows
2025-04-10 08:13:10 +01:00
marauder2k7
ee4acc98fe
Update propertyParsing.h
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bahhh humbug
2025-04-09 16:29:03 +01:00
marauder2k7
cd7666bf2a
rename overloaded function so linux and mac stop bitching
2025-04-09 16:05:22 +01:00
marauder2k7
7c3fbfc9d8
add getter for console get types
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templated function for getting data from a field
2025-04-09 15:14:46 +01:00
AzaezelX
d0d2e1f343
handle relfecting the health of the controlled object
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players and vehicles can both be the controlobject, or you can control a vehicle *through* a player.
set the health bar/text controls to reflect that state
2025-04-08 18:30:06 -05:00
AzaezelX
b886cbb527
on balance we'll want to round instead of truncate
2025-04-08 16:09:54 -05:00
marauder2k7
f30ff6734e
Update mathTypes.cpp
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mathtypes.cpp ConsoleSetTypes now converted
2025-04-08 10:13:48 +01:00
marauder2k7
1cb2109d6e
Update mathTypes.cpp
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update matrix/ang types to use the new function
change all print's to warn's
2025-04-08 09:51:38 +01:00
marauder2k7
802f90bf69
init commit
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initial commit of templated ParseProperty function
TypePoint and TypeRect consoleSetTypes now use the new templated function
2025-04-08 08:16:09 +01:00
AzaezelX
5cf54580e6
Generic Damagemodel
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included in root/data/ as a module so theres a generic folks can riff off of
additionally, includes a physcs based damage option inspector exposed augment for velicity based collisions, as well as utilities for applying damage to the object a given thing is mounted to
further. also fixes a lack of vehicles being able to use thier mvTriggerCount4 and 5 for the additional 2 mountpoints allowed
2025-04-06 16:09:14 -05:00
marauder2k7
7c4d41ee21
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-04-05 15:59:02 +01:00
AzaezelX
2d974cebf5
add difFloatPi range validator
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player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
2025-04-03 16:52:49 -05:00
AzaezelX
0e78312e95
fix (?) rotation
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set the behaviour back to prior calcs, plus allow the desired scroll combo to work
2025-04-02 23:07:09 -05:00
Brian Roberts
f41cdaaa7e
Merge pull request #1430 from Azaezel/alpha41/GFXRedundancyCleanups
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clean up (some) shader variation redundancies
2025-04-02 16:21:57 -05:00
Brian Roberts
46a4cd71e2
Merge pull request #1433 from Azaezel/alpha41/dontBeATool
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encapsulate tool-only code for levelassets
2025-04-02 16:21:47 -05:00
Brian Roberts
2e33228009
Merge pull request #1432 from Azaezel/alpha41/percent
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add 0-100 percent ranges
2025-04-02 16:21:36 -05:00
AzaezelX
664e9db571
fix S32Percent type-o
2025-04-02 15:44:49 -05:00
AzaezelX
b299b54467
encapsulate tool-only code for levelassets
2025-04-02 15:38:43 -05:00
AzaezelX
3d2a923a30
add 0-100 percent ranges
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F32 and S32
apply to guibitmapbarctrl
2025-04-02 15:33:39 -05:00
AzaezelX
d82e8dbec4
clean up (some) shader variation redundencies
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don't need to use macros for the shader textfile hashkeys
several no longer used GFXVertexFormats removed
2025-04-01 18:23:29 -05:00
JeffR
5566f8a396
Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types
2025-03-30 16:36:15 -05:00
JeffR
c2af4e578b
Merge branch 'Standardized_AB_AssetManagement' of https://github.com/Areloch/Torque3D into development
2025-03-30 15:03:43 -05:00
marauder2k7
79e046d379
Update processedShaderMaterial.cpp
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requires extra safety when the diffusemap asset is null, this is something that will be fixed by the material asset refactor
2025-03-30 12:22:17 +01:00
marauder2k7
774bd874b5
Update ImageAsset.cpp
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early out of generateTexture
2025-03-30 11:44:55 +01:00
marauder2k7
73ad92b757
review notes from Az
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Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00
AzaezelX
b92b5b34fd
clean up shadergen ambient handling
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fallback needs to a) set the same value as elswhere. b) treat uniforms the same. c) exist on both ends to ensure order of ops doesn't mangle things
2025-03-29 14:43:03 -05:00
marauder2k7
b707b2e2b7
final rev
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add safeties to getters
getTextureBitmap/ functions to return member variable that is collected when the image is set
2025-03-28 15:32:16 +00:00
marauder2k7
6eac6d767b
cleanup areas checking for named tex target in materials
2025-03-28 14:05:03 +00:00
marauder2k7
bfe2401ebb
get image metadata
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adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
2025-03-28 11:14:21 +00:00
marauder2k7
db8c565416
ID10T issue
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we dont want both fileChanged and resourcechanged.... causes issues
2025-03-27 19:34:11 +00:00
marauder2k7
fc30d178af
fix asset refresh on materialAssets
2025-03-27 18:33:37 +00:00
marauder2k7
fad397d914
always cleanup -_-
2025-03-27 09:11:40 +00:00
marauder2k7
ea49af52a5
Update materialManager.cpp
2025-03-27 09:00:12 +00:00
marauder2k7
c025ea86b4
more cleanups
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cleanup the type removing the refactor tag
materialManager restored to its original state
2025-03-27 08:59:50 +00:00
marauder2k7
a8d7664fc2
named target material reload clean
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clean up the previous requirements for namedTarget to display on a material
2025-03-27 08:31:28 +00:00
Brian Roberts
85c7a68f46
Merge pull request #1427 from Azaezel/alpha41/riverRun
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flowMagnitude and ripplespeed can go negative
2025-03-26 22:16:23 -05:00
AzaezelX
289d42cc10
flowMagnitude and ripplespeed can go negative
2025-03-26 22:12:19 -05:00
marauder2k7
3b70689abc
clean out old macros
2025-03-26 21:16:43 +00:00
marauder2k7
7af992970a
Update ImageAsset.cpp
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update getAssetIdByFilename to also check the imageFile of the asset
This helps match filenames for assets created privately such as probe bakes and targets
2025-03-26 18:51:44 +00:00
marauder2k7
b630442683
Update assetManager.cpp
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stop crash when dumping declared assets if the asset is private
2025-03-26 17:34:25 +00:00
marauder2k7
086db03bbc
Update ImageAsset.h
2025-03-26 15:42:26 +00:00
marauder2k7
f59ccc3f99
Update ImageAsset.h
2025-03-26 15:41:53 +00:00
marauder2k7
465c79f39d
Update ImageAsset.h
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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
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update to handle posteffects with image_asset_refactor
2025-03-26 14:31:11 +00:00
marauder2k7
16d219769f
set preview image
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set the image asset preview image for namedTargets
2025-03-26 10:12:14 +00:00
marauder2k7
bab7878ca6
give named target a fallback
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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
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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
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fix forward cubemip
2025-03-25 14:28:01 -05:00
Brian Roberts
6ffe7500cd
Merge pull request #1423 from Olathuss/gametsctrl-mouserefactor
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Gametsctrl mouserefactor
2025-03-25 14:25:49 -05:00
AzaezelX
5e79c01208
fix forward cubemip
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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
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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
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Remove extraneous function makeScriptCall which is no longer used.
2025-03-25 10:47:35 -06:00
marauder2k7
6640cae0d7
Update cubemapData.cpp
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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
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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"
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This reverts commit 2bf2da74a0 .
2025-03-24 19:58:52 +00:00
Olathuss
32bc068f7f
Added PlatformTimer for mouse callbacks
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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
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courtessey marauder
2025-03-24 11:32:09 -05:00
AzaezelX
61dbbf7102
clean up brdf
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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
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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
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it can safely be a negative number.
2025-03-19 18:08:37 -05:00
AzaezelX
fcd2d38deb
further validator cleanups
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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prexisting material asset safety check
2025-03-01 18:41:37 -06:00
Brian Roberts
2f2cfb94d1
Merge pull request #1401 from Azaezel/alpha41/guideButton
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add guide button support
2025-03-01 18:41:28 -06:00
AzaezelX
bc9ed3e10a
prexisting material asset safety check
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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
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courtessy steve_yorkshire
2025-03-01 16:58:35 -06:00
Brian Roberts
c1a924141e
Merge pull request #1400 from Azaezel/development
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inspector aug: docs as tooltips
2025-03-01 15:10:15 -06:00
AzaezelX
53a87af2b1
inspector aug: docs as tooltips
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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
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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
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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
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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
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game mode filterfix
2025-02-25 23:37:08 -06:00
AzaezelX
18750047fb
game mode filterfix
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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
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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
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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
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update max probecount
2025-02-20 12:08:33 -06:00
Brian Roberts
7bb8587db5
Merge pull request #1388 from Azaezel/alpha41/erosionBrushes
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additional terrain brushes
2025-02-20 12:08:22 -06:00
Brian Roberts
f99b2874d1
Merge pull request #1384 from Azaezel/alpha41/subsceneCleanups
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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
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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
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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
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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
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guiClockHud augs
2025-02-15 20:26:44 -06:00
AzaezelX
8993ffe3e6
guiClockHud augs
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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
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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
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(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
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adds a built in detail map generator
2025-02-08 14:34:37 -06:00
AzaezelX
4d66ae37de
handle mounted lights ghosting in and out
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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
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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
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offload libcurl to resources
2025-02-06 14:01:33 -06:00
Brian Roberts
b47ffb2f28
Merge pull request #1379 from Areloch/VariousSubSceneFixes
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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.
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* 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
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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
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Afx zodiac findings
2025-01-27 18:57:28 -06:00
Brian Roberts
4bd43265a9
Merge pull request #1370 from Azaezel/alpha41/tsStaticTrouble
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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
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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
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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
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Color picker refactor rev2
2025-01-27 11:31:17 -06:00
marauder2k7
44a6ceab2d
code review
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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
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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
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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
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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
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changing the beast over to the refactor
2025-01-23 22:15:29 +00:00
marauder2k7
4d980e5406
various cleanups and fixes
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basicClouds refactored
null dereference fixes in guiMenuBar
2025-01-23 22:14:05 +00:00
marauder2k7
eb746a1142
console spam
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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
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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
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start of attempt 3
2025-01-23 22:12:52 +00:00
marauder2k7
055ca0ae00
use screenshot for eye dropper
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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
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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
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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
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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
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spline objects were mis-saving in submis files
2025-01-20 12:54:23 -06:00
AzaezelX
0e22488434
cleanups and safeties.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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fix callonchildren varargs
2025-01-06 16:10:50 -06:00
AzaezelX
385974ab55
fix callonchildren varargs
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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
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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
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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
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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
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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
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NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -06:00
Brian Roberts
783f2a03b4
Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix
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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
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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
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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
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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
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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
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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
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missed that one
2024-12-11 19:33:21 +00:00
marauder2k7
aa294b37f6
final cleanup
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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
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most uniform shape import across the formats....
2024-12-11 16:43:23 +00:00
marauder2k7
4ac9639a52
bkup commit
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fbx details matching for skinned meshes, gltf still offset
2024-12-11 15:38:17 +00:00
marauder2k7
af6722f547
Update assimpShapeLoader.cpp
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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
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updated how animations are handled from assimp
gltf timing now correct
2024-12-10 11:54:13 +00:00
marauder2k7
5f1c2a63e5
Update assimpShapeLoader.cpp
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fix for mac and linux build
2024-12-10 00:41:23 +00:00
marauder2k7
ca6e26520b
Update assimp importing
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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
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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
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Material preview get skylight bake
2024-12-04 20:04:36 -06:00
marauder2k7
7810ee4f51
Update guiMaterialPreview.cpp
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light movement now makes sense
2024-12-05 00:34:17 +00:00
marauder2k7
a92b9d0e2d
code review with az
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changes per review, frustum wasnt dirty... i like it dirty
2024-12-05 00:17:44 +00:00
marauder2k7
e7a7935bd4
Update guiMaterialPreview.cpp
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more "fixes"
2024-12-04 23:59:43 +00:00
marauder2k7
291c5c75b6
Update guiMaterialPreview.cpp
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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
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add a canvas.constrainMouse(true/false);
2024-12-04 17:37:52 -06:00
marauder2k7
f288ffccba
cubemap baking fix
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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
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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);
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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
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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
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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
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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
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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.
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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
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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
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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