JeffR
305e4851e0
Fixes issue with using Edit Asset in RMB menu in AB on datablocks where it wouldn't correctly recognize the datablock
...
Fixes issue where the local sfxProfile in a sfxEmitter would share pointer reference to the utilized shapeAsset's sound buffer, so when it's deleted it would nuke the soundAsset's buffer, causing reference exceptions
Adds includes to torqueConfig.h in several files that are blocked out with TORQUE_TOOLS to ensure that if the flag is on in the config file, the files are loaded/compiled as expected
Add sanity check to AssetManager::unloadAsset to ensure that the assetDef being unloaded was actually correctly loaded/registered into the console in the first place
2022-07-02 23:27:18 -05:00
AzaezelX
4a7104e5ea
fix TORQUE_TOOLS = off compilation
2022-06-13 12:38:08 -05:00
Robert MacGregor
1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
2021-10-04 20:04:21 -04:00
OTHGMars
46b0aee637
NavMesh loading from zip file.
2021-01-11 04:51:21 -05:00
Lukas Aldershaab
c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
2020-10-03 14:37:55 +02:00
AzaezelX
a46bf3d7e5
uninitialized variables-navigation
2020-05-11 15:08:57 -05:00
Azaezel
f00323c5b9
the buildtiles method does not in fact build tiles right then and there, but instead queues tiles to update themselves over time. as such, simply disabling then enabling collision no longer functions (and how it did before so before is frankly likely due to exploiting a bug someplace upstream). as such, we set the same flag for NavMeshUpdateAll as we do for NavMeshIgnore to filter something as hidden from navmesh generation or not on a permanent, instead of a temporary basis via removing from the physics sim since it's likely to still be generating by the time it's put back.
2019-03-06 18:14:36 -06:00
Areloch
6cf0c9e360
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Lukas Joergensen
0fff33869c
Eliminate unnecessary uses of ConsoleMethod
2018-04-17 22:36:32 +02:00
Lukas Joergensen
e718841467
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Azaezel
f0c29172ca
gui shadowvar cleanups
2018-03-15 14:50:54 -05:00
Azaezel
d0e47ee1ee
davmesh debug draw membervar cleanup
2018-03-14 15:13:44 -05:00
Azaezel
83aa47da1a
profiling blocks for navmesh subsystem analysis
2017-04-05 13:04:25 -05:00
Thomas "elfprince13" Dickerson
27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
2017-01-11 23:36:04 -05:00
Thomas "elfprince13" Dickerson
bcc5459818
whitespace
2017-01-11 23:34:46 -05:00
Azaezel
dd071484da
Merge branch 'development' of https://github.com/GarageGames/Torque3D into andOrMaybe
...
Conflicts:
Engine/source/T3D/staticShape.cpp
2016-12-20 22:50:28 -06:00
Francisco Montañés García
87fb2d827b
I's not working because onNavMeshUpdate string comparation will never succeed.
...
DefineEngineMethod(NavPath, onNavMeshUpdate, void, (const char *data),,
"@brief Callback when this path's NavMesh is loaded or rebuilt.")
{
if(object->mMesh && !dStrcmp(data, object->mMesh->getIdString()))
object->plan();
}
2016-11-24 19:09:00 +01:00
Azaezel
1ee127b753
more unused variable cleanups
2016-10-16 14:41:34 -05:00
Azaezel
c57b1a8b70
clang reports: unclear || + && and &+| mixes.
2016-10-14 17:26:13 -05:00
Francisco Montañés García
800b7d1fd4
Write Links only when mLinkIDs.size() > 0
2016-09-14 13:08:20 +02:00
Azaezel
6a5820d3a2
navmesh file load error-fix
...
don't try to read 0 length buffers
2016-08-01 17:22:19 -05:00
John3
060649dbad
typo "tomove" to "to move"
2016-06-12 14:34:26 -05:00
Azaezel
bac14875f4
allows navmeshes to generate for most scene objects, and adds a NavMeshIgnore method for object-instances to filter them out.
2016-04-04 09:38:24 -05:00
Azaezel
554a871df9
Merge branch 'development' into navMess2
...
Conflicts:
Engine/source/navigation/navMesh.cpp
2016-02-21 15:27:12 -06:00
Azaezel
612d932372
Revert "Update navMesh.cpp"
...
This reverts commit f3ff199554 .
2016-02-19 17:34:27 -06:00
Anis
f3ff199554
Update navMesh.cpp
2016-02-13 18:50:11 +01:00
Azaezel
f06db00255
dynamic_cast check for regeneration for paranoias sake + an alias method.
2015-12-03 18:34:53 -06:00
Azaezel
45055f8f3e
formatting
2015-11-27 18:18:21 -06:00
Azaezel
e63c0a78a3
NavMeshUpdateAll leak suppression (not 100% preventative)
...
1) Reset the build when adding potential dirties to the list to ensure it isn't trying to kill off a dirty entry that it's passed by.
2) mSaveIntermediates = true; causes leakage even with all this. still tracking that end.
3) Need to remove a dead tile whether there's new data to replace it with or not. Empty tiles are an entirely possible case. Even a probable one if you have high verticality in a level.
4) Likewise you don't want to re-feed the same geometry list for a given tile in case the conditions have changed.
5) If no vertcount then clear all geometry entries. (that one might be paranoia)
2015-11-27 17:43:08 -06:00
Azaezel
b0b39b5f83
mDirtyTiles changed from std::queue to a vector
...
allows us to leverage .push_back_unique(&foo); and .clear();
2015-11-27 16:17:30 -06:00
Azaezel
555610f69f
Addresses roughly half of the C4189 errors though the following methodologies:
...
1) truly unused vars removed
2) vars leading to remmed out code for debugging remmed in turn.
left out:
vars in macros.
2015-07-29 03:03:27 -05:00
Areloch
527c3790d6
Issue found with PVS-Studio:
...
Many instances where we would create a object via a new call, and then check that it was non-null.
This is redundant, as if we ever were in a situation where new failed, we'd be crashing left and right already, so the additional check is wasted processing.
2015-07-21 23:22:21 -05:00
Areloch
73c6db715d
Corrected spacing on the brackets to line them back up
2015-07-19 02:02:07 -05:00
Areloch
11398bb04e
Issue found with PVS-Studio:
...
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
Ben Payne
b721288d6b
Use the wonderful empty() member instead of abusing size()
2015-02-20 18:42:31 -05:00
Ben Payne
0ffd7f5620
Fix member vars left uninitialized in constructors
2015-02-20 18:41:51 -05:00
LuisAntonRebollo
57698599e0
Add missing <cfloat> and <limits>
2015-02-07 20:30:07 +01:00
Daniel Buckmaster
0d1f1aeeb9
Base navmesh size 1x1x1.
2015-01-29 22:23:26 +11:00
Daniel Buckmaster
cb047bd7f0
Rename all instances of Walkabout.
2015-01-29 21:09:32 +11:00
Daniel Buckmaster
37159bf9ad
Take object scale into account.
2015-01-02 13:59:16 +11:00
Daniel Buckmaster
199d98d096
Made navmesh links render over the top of the mesh.
2014-11-29 11:59:00 +11:00
Daniel Buckmaster
86a9417cfd
Removed another demo block.
2014-11-28 20:47:11 +11:00
Daniel Buckmaster
f42e12940c
Navmesh load/save now uses builtin file abstraction.
2014-11-28 20:24:11 +11:00
Daniel Buckmaster
f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
2014-11-28 19:42:10 +11:00
Daniel Buckmaster
2ae879ec70
NavPath::alwaysRender works the same as NavMesh::alwaysRender.
2014-07-08 14:42:59 +02:00
Andy Maloney
396a7064dc
Minor cleanups
...
- remove redundant conditional
- remove unused vars
- remove extra ags to printf
- reduce scope of decl
2013-12-04 16:45:09 -05:00
Daniel Buckmaster
7556f29c09
Check whether findNearestPoly actually did find a poly.
2013-11-09 12:14:30 +11:00
Daniel Buckmaster
df2abed2c4
Added navmesh wrapper code and module.
2013-07-04 17:27:48 +10:00