Commit graph

1360 commits

Author SHA1 Message Date
AzaezelX
8aa5bbd6d4 options menu display fixes
corrections by Steve Yorkshire https://discord.com/channels/358091480004558848/783127087820439582/1524744472749936765
2026-07-09 07:02:10 -05:00
AzaezelX
59eb1ccc98 remove redundant text entries
for GuiTextEditCtrl elements, the text *is* the variable. so filling that entry out overwrites the variable itself. just use obj.variable = $pref::foo; patterns there to ensure lookups.
for server config purposes, added an exec("core/clientServer/scripts/server/defaults"); to keep those config values distinctly clustered while ensuring the same order of operations as other prefs.
2026-07-08 13:10:51 -05:00
AzaezelX
ee996eb116 correct getButtonBitmap() display for some dpads
fix by steve yorkshire: https://discord.com/channels/358091480004558848/580242040730943509/1523363039053611099
2026-07-05 15:59:24 -05:00
JeffR
c96d58ae34 - Updates the material and terrain material assets to utilize AssetRef and drop the old macros like how Image and ShapeAssets have been updated.
- Updates the various classes using materials to comply to the change.
- Also standardizes some getter names to follow the general convention image and shape used to keep things more consistent across the board to minimize usage friction.
- Shifts handling of fallback asset lookups for the thus-far converted classes to have them be loaded during core initialization rather than being loaded as part of other asset loading as that sometimes lead to nesting execution/stability errors. Explicit call now ensures the fallbacks are loaded before any other asset tries to load, so there's no room for confounding or having no fallback to work with.
2026-07-03 23:38:43 -05:00
AzaezelX
ee4542ed80 simplify menu navigation button setup
remove position lookup logic for the choose level and choose game modes nav button icons in favor of the built in source side ones. The elements they relate to are centered as is, so set the encapsulating element for them to horizontal=centered as well, and the sub elements to thier respective left-and right as prepwork if someone *did* want to make the elements they reference scale hoizontally.
2026-06-24 21:11:12 -05:00
JeffR
34e3f78a22 Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets. 2026-06-16 17:39:30 -05:00
AzaezelX
9750e7dcc8 fix advanced shader editor slider blocker
correct size of hullInactive filter and logic for it by adding a function ShapeEdColWindow::onColTypeSelected that goes off on any selection from the dropdown
2026-06-03 19:24:02 -05:00
Brian Roberts
dae2a7714f
Merge pull request #1730 from marauder2k9-torque/SFXSystem-Refactor
Sfx system refactor
2026-05-24 11:40:50 -05:00
Brian Roberts
275bf3cd94
Merge pull request #1738 from Areloch/FixEditorCameraModeHandling
Some checks failed
Linux Build / Ubuntu Latest GCC (push) Has been cancelled
MacOSX Build / MacOSX Latest Clang (push) Has been cancelled
Windows Build / Windows Latest MSVC (push) Has been cancelled
Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently,
2026-05-16 11:10:35 -05:00
AzaezelX
c4cca3ed1f put damagemodel script files in the same pool as resources
initServer callback is run the once
onCreateGameServer callback is run every mission load
for queueexec("filename",true); to work, that has to be from the same callback pool being executed.

given resources use the initServer, pool, shifted the damagemodel baseline there as well.
may want to revisit this one as time allows for quicker prototyping turnaround
2026-05-16 00:02:24 -05:00
AzaezelX
0e33b2c1d0 cleanps for generalized PlayerData::damage with quick docs line for clarity in the future 2026-05-15 21:51:57 -05:00
JeffR
dc65e80c34 Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently, allow for initializing the camera into another mode(like 3rd person), and properly toggling back and forth between the standard cam and whatever the other last camera mode was.
Also adds callbacks so gamemodes/modules can provide custom camera modes.
This gives more control and integration of specialty camera types so it doesn't have to fight the editor's handling of camera modes/toggles.
2026-05-14 15:39:47 -05:00
Sir-Skurpsalot
8c541f4c48
Merge branch 'development' into alpha41/damageModel-fix_followup 2026-05-13 10:56:55 -06:00
AzaezelX
a54695cfcc filter directional damage display by %obj.healthFromMount
also shift other contents from DamageModel::onCreateGameServer to DamageModel::initServer for consistency
2026-05-13 11:48:36 -05:00
Sir-Skurpsalot
093299bd83
Update player.tscript 2026-05-12 23:36:33 -06:00
Sir-Skurpsalot
a4760e33a1
Update DamageModel.tscript 2026-05-12 23:33:55 -06:00
Sir-Skurpsalot
dd438557d5
Update player.tscript 2026-05-12 23:22:30 -06:00
Sir-Skurpsalot
11fd008515
Update DamageModel.tscript 2026-05-12 23:20:43 -06:00
marauder2k7
823054ed86 very small sound asset changes
Adds the resolved track stuff from the soundAsset refactor
also uses the refresh asset so changes do not cause a sound to stop working
2026-05-11 22:22:48 +01:00
marauder2k7
acda0354d6 Add reverb
Adds reverb functionality to sound system

TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
2026-05-11 22:22:47 +01:00
marauder2k7
15a7b8cce0 extra fixes for options menu and setting up from device name 2026-05-11 22:22:46 +01:00
marauder2k7
d56bf257c7 SFX API Changes
DSound has since been deprecated and xaudio2 would require us to write our own 3d spatialization and mixer
Load devices the same way we load in the gfx end
setup sfx provider
run sfx devices on startup
various fixes around sfx null device
added the bitrate and samplerate globals
added the hrtf global code is in to use this but not setup yet
Adds speed of sound to the sound system
SFXAmbience now has a property for speed of sound for different mediums, can also be set directly
2026-05-11 22:22:46 +01:00
JeffR
b54865aa74 Fixes the re-import behavior in the Asset Browser to properly prompt the reimport window with the indicated asset in the AB
Also fixes how the shapeConstructor is searched/parsed when doing reimports vs new import creations
Fixes incorrect assetId usage in some of the prototyping shape constructors so they match now
2026-05-02 11:35:20 -05:00
JeffR
e12f8472cd Removed unnecessary debug lines 2026-04-21 01:28:23 -05:00
JeffR
f6f06121ab Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code
- Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist
- Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected
- Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently.
- Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest
2026-04-21 01:22:26 -05:00
JeffR
defbaea2fe Implements misc fixes for the particle editor and particlesList inspector field
- Clicking the [...] button from the Particle Emitter tab now opens to the Particle tab *and* properly selects the particle data to be edited
- Selecting an emitter object in the map and opening the particle editor now selects the Particle Data to be edited
- Selecting a new Particle Data for a particles slot on a Particle Emitter in the editor now correctly updates the values and updates the field display
- Made it so if clicking [...] button on the ParticleEmitterData or other similar fields for objects, it will now open to the Particle editor instead of the Datablock editor
2026-04-19 02:18:05 -05:00
Areloch
5796f0ea07
Merge pull request #1709 from Azaezel/alpha41/DampDir
Some checks failed
Linux Build / Ubuntu Latest GCC (push) Has been cancelled
MacOSX Build / MacOSX Latest Clang (push) Has been cancelled
Windows Build / Windows Latest MSVC (push) Has been cancelled
dampness rework
2026-04-08 23:42:38 -05:00
AzaezelX
d85bbc0a1f account for translucencies 2026-04-08 19:27:43 -05:00
AzaezelX
5690c64ef6 dampness rework
more respect for gravity, fewer texture lookups
2026-04-06 16:55:55 -05:00
Brian Roberts
ed5f6848c8
Merge pull request #1704 from Azaezel/alpha41/fixPrefabBind
Some checks failed
MacOSX Build / MacOSX Latest Clang (push) Has been cancelled
Windows Build / Windows Latest MSVC (push) Has been cancelled
Linux Build / Ubuntu Latest GCC (push) Has been cancelled
point rightclick prefab at the same method as the button
2026-04-05 11:20:25 -05:00
AzaezelX
a8bc8e92b8 update format 2026-04-04 17:47:58 -05:00
AzaezelX
e8193d1cc3 embed application info in console.logs
ap name [ap version] [engine version]
2026-04-04 17:21:42 -05:00
AzaezelX
df0971d0dd point rightclick prefab at the same method as the button 2026-04-02 17:31:19 -05:00
AzaezelX
3fe67fb850 fix verve editor crash
if for some reason, function VerveEditor::CreateField( %targetStack, %fieldName, %fieldType ) is called without a %fieldType, the eval call was crashing. this fixes the imediate issue, but I'd advise followup tracing.
2026-03-30 23:07:21 -05:00
Brian Roberts
e56b23e63d
Merge pull request #1701 from Azaezel/alpha41/imageAssetAugs
Some checks failed
Linux Build / Ubuntu Latest GCC (push) Has been cancelled
MacOSX Build / MacOSX Latest Clang (push) Has been cancelled
Windows Build / Windows Latest MSVC (push) Has been cancelled
image asset popup augs
2026-03-24 19:05:11 -05:00
AzaezelX
a5e850b546 image asset popup augs
create terrain texures asset context popup
create Material context to spin up a mat
2026-03-23 16:46:13 -05:00
Brian Roberts
53a0667e9c
Merge pull request #1698 from Azaezel/alpha41/particleED_pill
Some checks are pending
Linux Build / Ubuntu Latest GCC (push) Waiting to run
MacOSX Build / MacOSX Latest Clang (push) Waiting to run
Windows Build / Windows Latest MSVC (push) Waiting to run
fix particle editor
2026-03-22 16:29:04 -05:00
AzaezelX
7d95bfdd0f fix particle editor
from steve_yorkshire - https://discord.com/channels/358091480004558848/783127087820439582/1485388241224863848
2026-03-22 16:26:43 -05:00
AzaezelX
46b912a481 ssao typofix
hat tip: steve_yorkshire- https://discord.com/channels/358091480004558848/783127087820439582/1485316295888077020
2026-03-22 11:47:20 -05:00
Brian Roberts
29aa5c6dfa
Merge pull request #1677 from Azaezel/alpha41/directionCorrection
self shadowing corrections
2026-03-04 08:46:35 -06:00
AzaezelX
001468cb5e tone down overcorrection 2026-03-02 17:08:12 -06:00
AzaezelX
cf294ad121 selfshadowing corrections
best to stick to the order of the X<dot>Y tags
use PI, not 1/PI to avoid "normal flipping"
2026-03-02 08:52:47 -06:00
AzaezelX
75af5a2bf6 bind grid snapping bool to one variable 2026-02-28 19:19:08 -06:00
AzaezelX
34ea855031 add a (re)Generate font cache button to the profile tab
also add a zeroth %sidebar-->button
2026-02-02 22:59:10 -06:00
AzaezelX
aacb41ce0b adress https://github.com/TorqueGameEngines/Torque3D/issues/1663
by ensureing if the players is a camrea, then %conection.camera knows it's the same thing
2026-01-21 12:16:12 -06:00
Brian Roberts
6e96c0510d
Merge pull request #1659 from Azaezel/alpha41/decalInstPreview
Some checks are pending
Linux Build / ${{matrix.config.name}} (map[build_type:Release cc:gcc cxx:g++ generator:Ninja name:Ubuntu Latest GCC]) (push) Waiting to run
MacOSX Build / ${{matrix.config.name}} (map[build_type:Release cc:clang cxx:clang++ generator:Ninja name:MacOSX Latest Clang]) (push) Waiting to run
Windows Build / ${{matrix.config.name}} (map[build_type:Release cc:cl cxx:cl environment_script:C:/Program Files (x86)/Microsoft Visual Studio/2022/Enterprise/VC/Auxiliary/Build/vcvars64.bat generator:Visual Studio 17 2022 name:Windows Latest MSVC]) (push) Waiting to run
fix decal instance preview
2026-01-19 21:37:15 -06:00
Brian Roberts
9cd04a2a67
Merge pull request #1657 from Azaezel/alpha41/singletonSpam
dont try and recreate singletons
2026-01-19 21:37:10 -06:00
AzaezelX
0b19bd9aca fix apcrash when loading a new mission after painting decals but before properly selecting a new one to paint 2026-01-19 21:28:48 -06:00
AzaezelX
d8f585c552 fix decal instance preview
update previews for instance selection just like we do db selection
2026-01-19 12:28:10 -06:00
AzaezelX
15f619c1aa GameBaseData::onNewDataBlock reload state
if live editing a datablock for an object you're piloting, reapply the control post onadd
2026-01-19 12:00:10 -06:00