Commit graph

5498 commits

Author SHA1 Message Date
Brian Roberts
113f9da67f
Merge pull request #771 from Azaezel/alpha40/macCompile
correct mac compilation
2022-04-26 08:31:41 -05:00
Brian Roberts
b37d15d183
Merge pull request #769 from Areloch/MiscFixes20220423
Misc Fixes 2022/04/23
2022-04-26 08:31:22 -05:00
AzaezelX
4ae7d7ce3f from higuy: "PATH_MAX is defined there on macos" 2022-04-26 02:00:34 -05:00
Brian Roberts
1444f47b88
Merge pull request #772 from DraconicEnt/cleanup-compile-warnings
Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG
2022-04-25 17:52:27 -05:00
Robert MacGregor
39952a490f * Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG. 2022-04-25 18:23:15 -04:00
AzaezelX
bd1bbdc258 correct mac compilation
SDL now leverages https://cmake.org/cmake/help/v3.10/command/enable_language.html
2022-04-25 13:28:32 -05:00
JeffR
81eec1dcb4 Added multi type filter support to AB select mode
Adjusted logic for World Editor's Assets tab to filter by ShapeAssets and Datablocks
Improved ShapeEditor's Assets tab filter and select logic
Added ability for AB search to work on creator section
Fixed icon display of AB on preview cards when in list mode
2022-04-24 13:03:33 -05:00
JeffR
4f3d6c918b Fixes issue where storing of AB position and extent wasn't applying correctly
Changes ShapeEditor's Library tab to an "Assets" tab and opens the AB with the shapeAsset filter on
Adds Asset tab to world editor scenetree window that opens the assetBrowser
Fixes issue where opening default scene in worldEditor would activate the saveAs dirty flag, then if you exit the level and open a new one, you can only saveAs and not save the existing level asset
2022-04-24 12:16:22 -05:00
Brian Roberts
8b127373c0
Merge pull request #770 from zfbx/Preview4_0
add .vs directory to gitignore
2022-04-24 07:48:15 -05:00
Tony zfbx
1ef41d8545 add .vs directory to gitignore 2022-04-23 21:23:26 -07:00
JeffR
70a70dfc10 Fixes issue with some of the On/Off options not properly toggling in the OptionsMenu
Adds staged loading/generation of preview images for image, shape, material and terrain material types to improve navigation responsiveness
Disabled lookup of bitmap info of image assets for tooltip metadata as it was causing major hangs when the images were high resolution
Added function so Import new File button on AB interface will correctly prompt to find and then import in a new file
Fixed theming of AssetBrowser preview card profiles to improve readability
Fixed theming of ToolsGuiTextListProfile to improve readability
Fixed issue where trying to import in a splat map for importing terrain data could fail due to not having full path when trying to load the bitmap's channel data
Corrected Import Terrain Heightmap item in menubar to prompt creation of a new terrain asset in addition to opening the import terraindata window to avoid missed steps foc creation
2022-04-23 16:07:36 -05:00
Brian Roberts
3f796d2a06
Merge pull request #768 from Azaezel/alpha40/singleSlotORMs
drop the prior requirement for a createcomposite to have a minimum of…
2022-04-21 06:00:55 -05:00
Brian Roberts
30300e93bd
Merge pull request #766 from Azaezel/alpha40/BigusNumerus
requested feature: large number display
2022-04-21 06:00:47 -05:00
AzaezelX
c14c9b78c0 drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map. 2022-04-20 15:53:29 -05:00
Brian Roberts
4b391d8a27
Merge pull request #767 from lukaspj/fix/taml-schema-for-array-groups
Fix TAML schema for array groups
2022-04-20 01:14:14 -05:00
Lukas Aldershaab
6d2c108cbd Fix TAML schema for array groups 2022-04-20 00:24:38 +02:00
AzaezelX
b795776b23 requested feature: large number display
origional author: Peter Simard
2022-04-17 13:03:44 -05:00
Areloch
496f282249
Create CODE_OF_CONDUCT.md
Didn't have one of these for consistent comprehension of expectations of community behavior
2022-04-16 16:00:34 -05:00
Brian Roberts
bf1e8705ac
Merge pull request #765 from Azaezel/alpha40/previewSizeSlimdown
bump down saveScaledImage default to 256
2022-04-13 14:52:28 -05:00
AzaezelX
880ac5a264 bump down saveScaledImage default to 256
also add a "Assets/Browser/PreviewImageSize" value lookup, which if left blank defaults to 256
2022-04-12 19:46:19 -05:00
Brian Roberts
4ffa367240
Merge pull request #763 from Areloch/MiscFixes2022049
Misc FIxes for 2022/04/09
2022-04-10 22:15:19 -05:00
JeffR
1c7c32baa6 Separates out acquireAsset call for importing assets until after all assets have been imported, then runs it as a post step to ensure all assets are properly loaded before they're used 2022-04-10 19:41:37 -05:00
JeffR
50973b7f6f Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into MiscFixes2022049 2022-04-10 18:54:33 -05:00
Brian Roberts
02864095ee
Merge pull request #764 from Azaezel/alpha40/logNo_foundAssetcount
getAssetIdByFilename loaded state fix
2022-04-10 17:44:28 -05:00
AzaezelX
0136af477f getAssetIdByFilename loaded state fix
getAssetIdByFilename should set the <type>Asset->mLoadedState = AssetErrCode::BadFileReference; so we know we're using a fallback
2022-04-10 17:29:55 -05:00
JeffR
5c8d8fab00 Changes behavior with suffix appending of asset importer so it doesn't contaminate the original "clean" name, which is used for setting the mapTo value of material definitions
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups
Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable
Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy
Fixes handling of sliders in option menus to properly store and test unapplied values
Fixes handling of display device setting to properly store and test unapplied values
Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview.
Temp disables creating cubemap 'assets' via the RMB context menu in the AB
2022-04-10 01:40:15 -05:00
Brian Roberts
96fd520eb7
Merge pull request #761 from zfbx/patch-1
Add funding/sponsor options for support
2022-04-09 05:53:04 -05:00
Brian Roberts
9b0150a7d0
Merge pull request #762 from zfbx/patch-2
Updated readme with new links
2022-04-09 05:52:51 -05:00
Brian Roberts
ab90f288c1
Merge pull request #751 from Azaezel/alpha40/sdl2Sync22MAR22
update sdl to https://github.com/libsdl-org/SDL 22March 2022
2022-04-09 05:52:30 -05:00
Tony
7cb438550d
Update FUNDING.yml 2022-04-08 18:04:21 -04:00
Tony
20a29027a1
add roadmap link 2022-04-08 18:03:37 -04:00
Brian Roberts
be3be2eb7d
Merge pull request #760 from Areloch/ForestBrushGroupToolingFixes
Fixes tooling of Forest Editor to be module-friendly
2022-04-08 01:29:06 -05:00
Tony
4e78800ae0
Updated readme with new links
The release, downloads and tag will update once a tag is created and a release is pushed
2022-04-07 20:54:57 -04:00
Tony
bcc7f2f6cf
Add funding/sponsor options for support
More options can be seen here https://docs.github.com/en/repositories/managing-your-repositorys-settings-and-features/customizing-your-repository/displaying-a-sponsor-button-in-your-repository
2022-04-07 20:30:25 -04:00
JeffR
bfe3d4d02b Shifts handling of forest brush and item elements into standard simsets for consistency
Updates the forest editor tooling to utilize the new sets, and adjusts the creation of new Brushes in the forest editor to have user select a target module first.
This ensures all a module's brushes are grouped into the new ForestBrushGroup class which auto-registers into the ForestBrushSet, thus allowing modules to have their own sets of brushes that automatically hook into the editor workflow.
2022-04-07 18:19:13 -05:00
Brian Roberts
67b5afcfbe
Merge pull request #758 from Azaezel/alpha40/spawnDisplayAug
display the item to be spawned
2022-04-07 11:48:20 -05:00
Brian Roberts
cf68986a32
Merge pull request #759 from Areloch/Misc20220405
Misc Fixes 2022/04/05
2022-04-07 11:48:10 -05:00
JeffR
976c0bca79 Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
Added utility method to prefab to be able to get the internal simGroup that contains it's children
Adjusted logic for mounting items in GuiShapeEdPreview to utilize assetIds for the shapes
Moved the Asset and AssetBrowser editor settings populate functions to the AssetBrowser script to better organize things
Fixed command usage for General, Player and Observer spawn point creator entries to use the correct callback commands
Fixed logic for creator callback commands that don't just route through the class name based structure
Added RMB context menu actions for opening asset file or folder locations in OS file explorer
Fixed lookup of animation assets when editing a shape's animations in the shape editor so it provides the assetId of the anim if it exists
Fixes handling of mounting in the shape editor so it utilizes assets and the asset browser like everything else
2022-04-06 01:08:20 -05:00
AzaezelX
e1a127715e sanity checks 2022-04-05 20:17:51 -05:00
AzaezelX
ed33c70a23 display the item to be spawned
given a valid datablock name, use that meshes shape to display the spawnsphere mesh, rather than the default one
2022-04-05 18:54:09 -05:00
Brian Roberts
42e2eecee7
Merge pull request #757 from Areloch/MiscFixes0220404
Misc Fixes 2022/04/04
2022-04-05 06:30:12 -05:00
JeffR
6b28f1f151 Fleshes out remaining missing editor settings entries/categories
Makes GUIAssets exec scripts before the gui file to allow onAdd methods to work
Adds missing getForestPath and getNavmeshPath methods and updates asset move logic to utilize them
2022-04-05 00:29:58 -05:00
Brian Roberts
3b9414b5f9
Merge pull request #756 from Areloch/MiscFixes20220403
Misc Fixes 2022/04/03
2022-04-04 19:41:21 -05:00
JeffR
5a83897ede Fixes names so assignment of ORM config map on terrain materials works properly again 2022-04-04 01:41:40 -05:00
JeffR
d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00
Brian Roberts
798dd6ca6b
Merge pull request #755 from Areloch/MiscTerrainFixes
Misc Fixes for terrain material editing, creation and usage
2022-03-31 19:42:56 -05:00
JeffR
bae6a3f514 Fixes assignment of the mapTo field for terrain FX materials to point to the assetId rather than just the assetName, fixing the material mapping lookups
Fixes project import to comply to above change
Makes Material default mEffectColor to white instead of whatever default value it comes up with due to memset
2022-03-31 18:58:06 -05:00
JeffR
c2857efe28 Adds logic to up-convert non-embedded terrain materials and materials to have embedded definitions 2022-03-31 00:40:24 -05:00
JeffR
85bb4cbff3 Adds cleanup of material and terrain material objects when creating a new asset of the respective type to avoid collisions when we immediately properly init the asset on creation
Reorganizes the terrainMaterialDlg to use a split container for better usability, fixed some minor layout issues, and added in FX material fields to be able to edit those directly via the terrain mat editor
Updated the terrainMaterialDlg save logic to better sequence the steps for saving to allow stable in-place creation of asset for stub materials due to missing references
Updated the terrainMaterialDlg save logic to properly save out all the material effects stuff like footstep flags, effect colors, or sounds.
2022-03-30 01:38:15 -05:00
JeffR
81aa43a4bd Fixed formatting to match the standard for TerrainMaterialAsset inspector fields
Added utility functions to TerrainMaterialAsset for getting the material and fx material definitions
Fixed logical flaw with the initialization code that could cause the materialDefinition to be nulled in terrainmaterialassets
Fixed layer handling in GroundCover to properly work with TerrainMaterialAssets
Added logic to properly exit out of the onAdd in the event no internal name is assigned or if there is a collision. This prevents duplicates from appearing in the terr mat editor when creating a new material
Fixed issue where going from a creator item in the AB to selecting a particular asset type would break the filtering because select mode removed collections and creator items, changing all the item ids and breaking references.
Added sanity check to prevent attempting to acquire non-assets in the AB, such as creator entries, which would cause console spam
Added optional field to provide an override new asset name to the New Asset window
Added logic so in the event no FX Material is found when importing a terrain material, it will create a stub entry so it always has one defined
Added logic to handle situations where a terrain has a reference to an assetId, but the asset does not exist for whatever reason. Will prompt to create the missing asset, then continue on with the regular saving/editing process as normal
Fixed issue where the terrain material editor would try and reference the preview images being used in the display on the editor instead of the proper assetId itself
2022-03-29 01:40:07 -05:00