AzaezelX
4ba93dafc3
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-05-03 15:25:36 -05:00
Brian Roberts
798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
...
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
618ddbc9ba
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
...
# Conflicts:
# Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
AzaezelX
c6f19e5cae
fix nav editor stop comand
2025-04-28 12:49:48 -05:00
AzaezelX
be35c27411
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/DamageModel
...
# 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
...
add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX
2ae10c7ce1
add reload status to onNewDataBlock callback
...
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
...
ditch roll compensation as it was causing more problems than it was solving
2025-04-26 21:04:06 -05:00
AzaezelX
8fa132707d
fix stop button
2025-04-26 10:37:42 -05:00
AzaezelX
20976b485c
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-04-26 10:11:13 -05:00
JeffR
7b7de1f10f
Adjusts the handling of the disconnect call to not utilize package overrides, but instead a callOnModules invoke like most other cross-module calls.
...
This allows the editor to issue a disconnect call properly again.
2025-04-22 18:20:12 -05:00
AzaezelX
6200a6f1fb
add a calibrateable mHeightTolerance
...
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
32d95d3b8b
put AIPlayer support back, and it as the default class to spawn
2025-04-20 15:29:26 -05:00
AzaezelX
1fad2c7372
AIWheeledVehicleControllerData wipwork
2025-04-17 20:01:36 -05:00
AzaezelX
d0b0070ec7
set navmesh test tool bots to damage enabled and navmeshignore
2025-04-17 18:15:41 -05:00
AzaezelX
4fb92f02a3
completed list of roughly ported over scripthooks.
...
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
5b2c0c7703
add a controlmap entry
...
for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
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
AzaezelX
8ef5760b5d
fix make a mesh sometimes shifting position in level
...
leverage the fact that when we create the backup prefab, that compresses down to one selected object
from there we can get it's position and use that for the bake location
2025-04-05 16:38:27 -05:00
AzaezelX
3b2651c0ab
typofix for bad %client.spawnDataBlock filtering
2025-04-02 17:40:37 -05:00
AzaezelX
8ac9da0e9f
fix spawn failure reports
...
also force the fallbacks on failures
2025-04-01 20:48:50 -05:00
JeffR
0bf38aacf3
Made the Asset Properties inspector ctrl be a regular GuiInspector control
...
Standardized the image asset action menu and editing callbacks while leaving it open for modification/expansion later as needed
2025-04-01 02:10:13 -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
AzaezelX
9f11f132d3
fix wetness
2025-03-26 06:22:01 -05:00
AzaezelX
5666373447
unmangle brdfTexture. again.
...
also correct roughnessToMipLevel, specular tinting and missing horizon correction
2025-03-24 18:18:12 -05:00
AzaezelX
9d7fdab193
correct further flaws with albedo handling
2025-03-23 20:53:32 -05:00
AzaezelX
61dbbf7102
clean up brdf
...
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
AzaezelX
42710ec6f0
specular review
...
cleanup of various calcs
2025-03-22 10:00:45 -05:00
Brian Roberts
80b16185ef
Merge pull request #1404 from Azaezel/alpha41/albedoOops
...
proper correction for missing direct light suface coloration
2025-03-02 00:29:26 -06:00
AzaezelX
6381065eea
proper correction for missing direct light suface coloration
2025-03-02 00:29:04 -06:00
Brian Roberts
e8028b93a7
Merge pull request #1403 from Azaezel/alpha41/spawnSphereShaping
...
ObjectBuilderGui::buildSpawnSphere
2025-03-01 18:41:08 -06:00
AzaezelX
0562e2fea6
ObjectBuilderGui::buildSpawnSphere
...
adds a build callback for the add menu->markers->spawnsphere, using the general case presentation
2025-03-01 18:40:49 -06:00
AzaezelX
5f1eec0e00
expand playgui callbacks to also allow game modes to inject element layers
2025-02-27 14:41:21 -06:00
AzaezelX
41133624e3
reduce redundant calcs for the dampen method.
...
remove overemphasized normal infleunce on groundcover foliage
2025-02-25 15:46:41 -06:00
AzaezelX
34bc015d3e
correct high metallic objects lacking color input
2025-02-25 02:45:53 -06:00
Brian Roberts
7bb8587db5
Merge pull request #1388 from Azaezel/alpha41/erosionBrushes
...
additional terrain brushes
2025-02-20 12:08:22 -06:00
AzaezelX
1ac6ad0887
icons
2025-02-18 20:41:26 -06:00
AzaezelX
25ea164a1f
add a pasteUp and pasteDown pallet
2025-02-17 23:42:19 -06:00
Brian Roberts
2bacfca540
Merge pull request #1387 from Azaezel/alpha41/buttonPalletBump
...
fix buttonpallet extents misalignment
2025-02-17 23:27:43 -06:00
AzaezelX
7b42080b9e
fix buttonpallet extents misalignment
2025-02-17 23:27:23 -06:00
AzaezelX
561c201b88
copy paste support for terrains
2025-02-17 22:10:56 -06:00
AzaezelX
2eb2cbc302
add erosion brushes
...
todo: sort why noise... isn't.
2025-02-17 05:48:15 -06:00
Brian Roberts
bb1cd32838
Merge pull request #1386 from Azaezel/alpha41/oninspectDBFilter
...
add a datablock namespace hook for onInspect
2025-02-15 20:26:55 -06:00
AzaezelX
818d76d481
add a datablock namespace hook for onInspect
2025-02-15 17:38:11 -06:00
AzaezelX
516df48354
adds a built in detail map generator
...
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
b47ffb2f28
Merge pull request #1379 from Areloch/VariousSubSceneFixes
...
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.
...
* 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