Commit graph

262 commits

Author SHA1 Message Date
AzaezelX 235be5eccd remove damagemodel from the game subgroup 2025-12-29 17:36:08 -06:00
AzaezelX 53ad8ccc6d offload weapon/ammo counter update commands to the generic damagemodel 2025-12-28 14:19:17 -06:00
AzaezelX 7bca1dba53 options menu: rem keybind debug spam
damagemodel module: ensure it's got a dependency of the UI module so it's called after
switch all profiles for damageoverlay over to GuiModelessDialogProfile from default
2025-12-25 16:04:53 -06:00
Sir-Skurpsalot 6007423836
Update UI.tscript 2025-12-20 18:13:01 -07:00
Sir-Skurpsalot d8db0859d4
Merge branch 'TorqueGameEngines:development' into Skurpz/UI-Module-Fixes 2025-12-18 00:05:17 -07:00
Sir-Skurpsalot 19a5a0718d
Update ChooseLevelMenu.gui 2025-12-17 23:58:06 -07:00
Sir-Skurpsalot c86ceafe46
Update ChooseLevelMenu.tscript 2025-12-17 23:55:53 -07:00
AzaezelX d8618be499 hdr format caching sidesteps reinitialization
we never actually turn hdr off. so drop a few assumptions about it starting in the disabled state
fix HDRPostFX::minLuminace
2025-12-17 18:22:26 -06:00
Sir-Skurpsalot 2c10b61847
Update remapDlg.tscript
moved addKeyRemap() back to utility.tscript
2025-12-15 22:40:46 -07:00
Sir-Skurpsalot 0853de7c51
Update utility.tscript
moved addKeyRemap() back to this file so defaultkeybinds can find it in time
2025-12-15 22:39:46 -07:00
AzaezelX 1b27b1372f clean up manggled hdr vals
reset standard samples to standard hdr key and adaptation rate values
2025-12-15 22:39:52 -06:00
Sir-Skurpsalot 2e2b33fcea
Update utility.tscript
correction to last commit
2025-12-12 21:39:58 -07:00
Sir-Skurpsalot b65f06aa25
Update optionsMenu.tscript
removed -skurps from last commit
2025-12-12 21:12:29 -07:00
Sir-Skurpsalot 750190b70a
Update UI.tscript
isFile check to prevent console whinging about no languageMap
2025-12-12 20:41:53 -07:00
Sir-Skurpsalot 6470b91d0a
Update utility.tscript
fix for languageMap paths and extension
2025-12-12 20:34:08 -07:00
Sir-Skurpsalot d80e0aeef4
Update ExampleModule.tscript
removed execution of keybinds, only done in core/clientServer/scripts/client/client.tscript now.
2025-12-12 20:11:18 -07:00
Sir-Skurpsalot b3b98cd58e
Update remapDlg.tscript
Fixes with handling of mouse to keyboard and vice versa remapping.  Removed some unused function arguments, some organization / cleanup.
2025-12-12 20:03:39 -07:00
Sir-Skurpsalot 04af5aafcc
Update optionsMenu.tscript
Fixed problems mapping mouse to keyboard and vice versa, added saving of custom keybinds, added mouse sensitivity slider, changed organization of file, added some commenting
2025-12-12 19:57:27 -07:00
Sir-Skurpsalot a032b9e2a9
Delete Templates/BaseGame/game/data/UI/guis/remapConfirmDlg.gui
Not used
2025-12-12 19:45:37 -07:00
Sir-Skurpsalot fc1a3712a9
Delete Templates/BaseGame/game/data/UI/scripts/controlsMenu.tscript
Deleted due to unused functions, functions in-use moved to relevant scripts
2025-12-12 19:42:18 -07:00
Brian Roberts d2e4ae383d
Merge pull request #1607 from Azaezel/alpha41/fixKeyvalue
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set default hdr postfx keyvalue to baseline
2025-12-10 16:34:21 -06:00
AzaezelX f57bc015a9 set default hdr postfx keyvalue to baseline 2025-12-10 16:29:09 -06:00
Sir-Skurpsalot 083fe1e70f
Update utility.tscript
ctrl key bitmap shows in keybinds menu now
2025-12-09 18:58:58 -07:00
Sir-Skurpsalot 6526e87724
Update optionsMenu.tscript
Fixed re-mappable binds with "mouse" as the device not showing up in the menu.
2025-12-09 18:35:43 -07:00
Sir-Skurpsalot 2e291d8ab2
Update controlsMenu.tscript
Fixed broken refreshing of the mapping list in the menu when you remap an action to a key / button that is already being used.  Got rid of unused  / broken / redundant functions in this script.
2025-12-09 18:31:01 -07:00
Sir-Skurpsalot b55be19d7a
Update utility.tscript
Fixed so remappable actions bound to the control key show the proper bitmap in the menu.
2025-12-09 18:25:18 -07:00
AzaezelX 2b95634a6b extra testcase
add a placeable, scrollable, glowing, decal arrow
2025-12-09 12:31:08 -06:00
AzaezelX d822ebb178 clean up polluted placeholder slots 2025-12-04 20:51:37 -06:00
AzaezelX abe1bc6e1e use modal = false profiles for overlay guis not intended to capture clicks
minor layout adjustments
2025-12-04 10:35:00 -06:00
AzaezelX dc41f1f4d7 add missing profiles 2025-12-04 10:33:27 -06:00
AzaezelX 886a782e40 fix $pref::SFX::channelVolume0 default
should be 1
2025-10-16 15:28:13 -05:00
JeffR 9c654d7932 - Fixes the display of the preview in the MaterialAsset fields
- Hides the special-case direct filepath field for ShapeAsset persist fields macro
- Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily
- Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true
- Adds isValid utility function to AssetPtr
- Added new field flag that makes the field not write out to file
- Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors
- Fixed group filtering check of guiInspector to ignore case
- Removed unneeded isFile checks for common datablock script files in Prototyping module script
- Removed test datablocks from Prototyping module
- Removed unnecessary container control from AssetBrowser
- Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window
- Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly
- Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer
- Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree
- Added ability to explode prefab to RMB menu on scene tree
- Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree
- Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with
- Added sanity check to datablock editor creation
- Fixed preview display of material in Decal Editor
- Made compositeTextureEditor use the cached preview of images
- Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor
- Fixes MaterialEditor to properly save the group collapse state when editing
- Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable
- Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show
- Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0
- Removed unneeded top tabbook and tab page for main editor panel
- Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset
- Resized Object Builder window to not cut off elements and have enough width to show more data
- Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field
- Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info
- Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not
-
2025-08-25 23:35:28 -05:00
JeffR 970aba9766 Fixes design oversight where the general game menu keybind was being overridden due to order of operations issues with an offscreen canvas demoing the options menu
Fixed via several solutions to prevent issue from cropping up again.
Firstly, Adjusted behavior script-side so game menu keybind is pushed with the PlayGUI since almost every single game will use the game menu
Secondly, added logic so that the guiInputCtrl, when going to push an ActionMap(if it has one) will check if it's root canvas is active.
Thirdly, to allow guiInputCtrls to respond to a canvas becoming active, such as a GUi-on-Material surface displaying a menu and it's activated, an offscreen canvas becoming active now trips a signal that guiInputCtrl listens for.
2025-08-11 00:06:42 -05:00
marauder2k7 c2b347af7c ai test classes
protoplayer protocar
2025-08-01 19:42:02 +01:00
marauder2k7 26e18cdfe8 feedback from az
scripts changed to reflect a better standard of loading offscreencanvas on client and not on the server
2025-06-18 21:17:13 +01:00
marauder2k7 6f9c4158d8 gui offscreen material test
added interaction static guioffscreencanvas to capture mouse events
added test shape
2025-06-18 17:05:35 +01:00
marauder2k7 a276ad2505 Update cursors.tscript
missed UI cursors
2025-06-18 09:29:12 +01:00
AzaezelX 14c8ea28c8 offload spawnControlObject on controllable death to gameplay modules 2025-06-09 17:13:57 -05:00
AzaezelX 26d0e427de shift prototyping UI into tools proper
was prototyped in the prototyping module. now properly resides in tools
2025-05-17 16:25:07 -05:00
marauder2k7 e1c01cd49a Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-05-12 14:45:41 +01:00
AzaezelX 860ac41181 handle enabled->disabled->destroyed filters properly 2025-04-10 13:08:43 -05:00
AzaezelX 9007aa9532 basic vehicle eject onDestroyed code
leverages Parent to also call the rest of the deletions
also fix setdamagedirection for players driving vehicles instead of either on thier own
2025-04-08 19:50:47 -05:00
AzaezelX 5cf54580e6 Generic Damagemodel
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 0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00
AzaezelX 5f1eec0e00 expand playgui callbacks to also allow game modes to inject element layers 2025-02-27 14:41:21 -06:00
AzaezelX 3797038664 Don't report keybinds unless asked
Do report where you're saving prefs
2025-01-30 17:29:31 -06:00
marauder2k7 f519cff6ff gui types using image_asset 2025-01-23 22:12:57 +00:00
JeffR c5ae9af0ae Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.
By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";

Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);

callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);

callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);

This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
2024-12-21 02:11:35 -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 020bd03cf9 Adds logic so levels without a gamemode defined at all are treated as wildcarded to any given gamemode selected 2024-10-04 00:22:12 -05:00