AzaezelX
10f2453cee
setget was causing active interference with INITPERSISTFIELD_SOUNDASSET_ENUMED
2021-10-02 23:24:46 -05:00
AzaezelX
19eb3c42f0
more enum work, now with somewhat clearer boundary names, and some debug spam for initpersistfields, and pack and unpack macros to help us try and trace why those are scrambling
2021-10-02 21:05:04 -05:00
AzaezelX
0760621212
fix item->importStatus tagging in importer
2021-10-02 21:01:14 -05:00
AzaezelX
c99c9cc365
include metal FootMetalSound oversight, include correction for mangled entries where a given varname and a given assetname match
2021-10-02 20:58:44 -05:00
AzaezelX
5c7069555a
filter out array entries without enum strings
2021-09-30 16:00:37 -05:00
AzaezelX
d3693bef8d
shifted playerdata down to the Long Lists block. fix player enum ref source side
2021-09-30 14:40:03 -05:00
AzaezelX
65774ff123
converter work pt1
2021-09-30 14:15:42 -05:00
AzaezelX
64a87ceba8
trim assetEnumNameConcat to 2 values, set INITPERSISTFIELD_SOUNDASSET_ENUMED to exclude maxValue
2021-09-30 13:46:03 -05:00
AzaezelX
0c6ca6c701
conflict resolution
2021-09-29 12:38:47 -05:00
marauder2k7
656096e016
Another way of doing shapeBase, this requires fewer changes but will have an empty asset in each stateData until it is filled with an asset.
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Both these will need to be tested to see which one is better.
2021-09-29 12:48:37 +01:00
marauder2k7
1c14dc5ec4
The beast is ready for a look over.
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Can't have a soundAsset inside a struct. If we could this might work better.
PrevState needs to be kept track of for clearing looping sounds before the next state is loaded in. This might cause issues when switching weapons.
2021-09-29 12:36:02 +01:00
marauder2k7
d700ea4878
Committing player separately.
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shapeBase is its own beast and will require a very critical look over once its up.
2021-09-29 11:41:57 +01:00
marauder2k7
3d7f092c52
Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
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# Conflicts:
# Engine/source/T3D/fx/lightning.cpp
2021-09-29 06:31:56 +01:00
AzaezelX
2630b4ada6
corrected and simplified the is<foo>Valid method macro injections
2021-09-28 18:50:35 -05:00
AzaezelX
776741770d
boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws
2021-09-28 18:16:14 -05:00
marauder2k7
6bec47d3fa
-SoundAsset added init for enum types.
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-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
AzaezelX
96891e5673
early out if any asset feed route results in explicitly being told to use an emptystring
2021-09-28 17:33:36 -05:00
marauder2k7
76addc52eb
Checks for emptyString in preload
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Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
marauder2k7
4429de59b0
okay so addArray isn't even required.
2021-09-28 14:08:27 +01:00
marauder2k7
8a1d3f2021
Working thunder. These changes may need to be applied to other sound arrays or image arrays.
2021-09-28 13:56:35 +01:00
AzaezelX
ad0c141189
use _set<assetname> for all network recipts of shapes, sounds, images and materials to ensure we at least try and fill that out whichever way is ghosted to us
2021-09-27 21:12:27 -05:00
AzaezelX
0595a88345
Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements
2021-09-27 20:13:36 -05:00
AzaezelX
44b81ace69
don't check a profile if we don't have a sound asset
2021-09-27 20:04:58 -05:00
Brian Roberts
8256aca65e
Merge pull request #597 from Areloch/soundFieldConvertFixPR
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Adjusted handling of field converts in the project importer to deal with fields that didn't contain quotation marks
2021-09-27 19:43:17 -05:00
Areloch
737fd70c69
Adjusted handling of field converts in the project importer to deal with fields that didn't contain quotation marks
2021-09-27 18:46:20 -05:00
AzaezelX
ef652ad8b9
clean out of the manual getSFXProfile() methods
2021-09-26 20:07:49 -05:00
AzaezelX
7b137c2ee8
genProcessor("LightningData"... attempt. will need to re-review.
2021-09-26 17:30:57 -05:00
AzaezelX
dba0899887
soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
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lightning provides a conversion sample (attempt. it's still yelling)
2021-09-26 17:30:13 -05:00
AzaezelX
2181ce08c3
lightning ref fixes
2021-09-26 03:12:14 -05:00
AzaezelX
b83babe175
Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements
2021-09-26 03:07:23 -05:00
Jeff Hutchinson
9c243bc5e2
Merge pull request #596 from OTHGMars/menuControl
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GuiGameListMenuCtrl Update
2021-09-25 20:42:10 -04:00
Brian Roberts
97ddb97410
Merge pull request #594 from JeffProgrammer/executef-fixes
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Fix specific usage of Con::executef where it was not being assigned t…
2021-09-25 18:13:27 -05:00
Areloch
7a3f735067
Merge pull request #593 from JeffProgrammer/material-editor-fixes
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Material editor fixes from eval cleanup.
2021-09-25 01:52:15 -05:00
OTHGMars
666065ce6c
GuiGameListMenuCtrl Update
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Methods to simplify managing localized option lists.
Adds a text key to each option in an option row.
Adds methods for getting the current selections index or key value.
Adds methods for setting the current selection by index or key value.
This change is backward compatible. If the new methods are not called, the control behavior is unaffected.
2021-09-25 02:48:30 -04:00
Jeff Hutchinson
e35b5f5119
Merge pull request #591 from Ragora/bugfix-object-deletion-crash
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* BugFix: Fix a crash that sometimes occurs when groups of of objects are deleted
2021-09-24 23:28:15 -04:00
Jeff Hutchinson
8aa1f2e881
Merge pull request #589 from Ragora/bugfix-linux-win-console
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* BugFix: Corrections to allow the Linux win console to work
2021-09-24 23:27:37 -04:00
Jeff Hutchinson
e7f002228c
Merge pull request #590 from Ragora/bugfix-projectile-on-add
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* BugFix: Correct the onAdd callback not being raised for Projectiles
2021-09-24 23:27:11 -04:00
Jeff Hutchinson
755bbacaa0
Fix specific usage of Con::executef where it was not being assigned to a ConsoleValue before getting it's data out of it.
2021-09-24 19:32:57 -04:00
Jeff Hutchinson
0f89373782
Merge pull request #592 from Ragora/bugfix-worldeditor-datablock-spawning
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* BugFix: Correct an object spawning error
2021-09-24 19:11:41 -04:00
Jeff Hutchinson
f1ee4f781b
Material editor fixes from eval cleanup.
2021-09-24 19:09:43 -04:00
Robert MacGregor
d7919950bf
* [Editor] BugFix: Correct an object spawning error when attempting to drag and drop datablocks from the asset browser where they would always spawn at origin.
2021-09-24 18:34:57 -04:00
Robert MacGregor
12f4af51f5
* [Editor] BugFix: Fix a crash that sometimes occurs when groups of objects are deleted in the world editor.
2021-09-24 17:58:17 -04:00
Robert MacGregor
55063601e6
* [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles.
2021-09-23 22:58:25 -04:00
Brian Roberts
2e153e43e0
Merge pull request #588 from Azaezel/alpha40/splashscreenSuppression
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kill splashscreen on nonwindows
2021-09-23 20:57:10 -05:00
Robert MacGregor
4cfb3c4f04
* [Linux] BugFix: Corrections to allow the Linux win console (Ie. the terminal you ran the game from) to act as a console input.
2021-09-22 20:28:39 -04:00
AzaezelX
901228c3a8
kill splashscreen on nonwindows
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was worth a shot, but it's playing up way too much to focus on at present
2021-09-21 23:19:00 -05:00
Brian Roberts
f83b528f3c
Merge pull request #587 from JeffProgrammer/local-evals
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Allow local variables to be used in eval.
2021-09-20 20:35:27 -05:00
Jeff Hutchinson
2d50f52cf1
Allow local variables to be used in eval.
2021-09-20 21:00:33 -04:00
Brian Roberts
5137e54a7c
Merge pull request #586 from Azaezel/alpha40/particleCleanups
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particle cleanups
2021-09-20 14:10:54 -05:00
AzaezelX
c150afebaa
particle cleanups
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misc dupe code cleanup bits.
safeties for the varous flavors of void ParticleEmitter::setup
ideally we circle back to break some of that logic on out to shared steps
2021-09-20 13:50:47 -05:00