Commit graph

683 commits

Author SHA1 Message Date
JeffR 66f924ebd4 Updates TerrainMaterialAsset to utilize similar macros to everything else
Updates groundCover to utilize TerrainMaterialAsset macros in place of straight StringTableEntry for type layers
Fixes formatting for several asset types' inspector fields so they correctly call down into prompting the AssetBrowser being shown with correct field naming, thus allowing fields that are arrays to have the right index when setting the target variable
Updates several asset helper macros to handle blank values for network traffic to actually be sent to client, thus allowing setting an asset to blank on the client, rather than only falling back
2025-12-03 00:33:14 -06:00
Brian Roberts d563583feb
Merge pull request #1589 from Azaezel/alpha41/splineColor
Some checks failed
Linux Build / ${{matrix.config.name}} (map[build_type:Release cc:gcc cxx:g++ generator:Ninja name:Ubuntu Latest GCC]) (push) Has been cancelled
MacOSX Build / ${{matrix.config.name}} (map[build_type:Release cc:clang cxx:clang++ generator:Ninja name:MacOSX Latest Clang]) (push) Has been cancelled
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) Has been cancelled
spline color visibility tweak
2025-11-18 18:57:04 -06:00
AzaezelX 6c7f15cff2 spline color visibility tweak 2025-11-18 18:56:24 -06:00
AzaezelX cce40efd35 fix particle glow
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
2025-11-13 14:29:25 -06:00
JeffR e02981c848 Fixes various reported issues with the ShapeEd update
- Updates addSequence for the TSShapeConstructor so it can properly understand if it's handed an assetId or not, and if it is, stores that as the source data for use later
- Has the added benefit of ensuring no erroneous double-ups of data causing accidental overwrites when saving the shapeConstructor because it thinks the data 'changed'
- Fixed saving of new added sequences in shape constructor to properly trip whitespace
- Adds ability to manually trigger a ShapeAsset to load the shape data
- Adjusted the logic for getting a shape/animation asset's constructor when adding a new sequence to avoid false reporting of no constructor existing(by manually loading it)
- Fixed formatting on ShapeEd Anim window to properly scale
- Added onWake calls for the ShapeEd select and properties windows to better prep them position/extents-wise so they should behave more consistently
- Fixed issue of Not closing material editor if it was opened via the Edit Selected Material button in the ShapeEd
- Fixed issue of highlighting of material not going away when ShapeEditor is closed
2025-10-13 00:07:46 -05:00
AzaezelX bd44ee5341 misc cleanups related to ranges
gui padding is a >=0 element
guitabbookctrl.selectedPage defaults to -1
shape editor triggers derived from textrows must ensure they are actually loking aty an entry. -1 is the return value of" not found"
2025-10-07 16:31:24 -05:00
JeffR c5a810ae06 Updates the ShapeEditor with various fixes and QoL changes
- Updates the position/extent of most of the labels and fields so they no longer cut off or overlap
- Added a new button for explicitly added sequences based on existing sequences. This lets the Add Sequence button be exclusive for adding in new sequences from external assets improving stability and making the general behavior more consistent
- Adding new sequence now prompts a window to pre-fill data like the sequence name, source sequence name and start/end frames
- Made the shapeConstruct handle the adding of sequences handle the lookup of external assets consistent to the rest of the engine
- Fixes name presentation for ShapeAnimationAssets in AB
- Adds separate dropdown for the sequence properties section for picking the desired source sequence name. This makes it possible to pick an external animation source AND the internal sequence name via the UI, instead of needing to script it by hand
- Fixed saving behavior to properly restore the playback thread
- Fixed saving behavior to not needlessly save the asset def when editing sequences but before you clicked the save button
- Made it so clicking the Assets tab in the select window opens the AB, but re-selects the Scene tab so you're not fighting which tab is selected
- Adjusted positioning defaults of all the windows so be more standard
- Fixed openShapeInShapeEditor behavior
2025-10-06 03:14:12 -05:00
Brian Roberts eb380e58a3
Merge pull request #1554 from Azaezel/alpha41/decalAtlasWipWork
decal atlas and decal editor corrections
2025-09-22 08:49:42 -05:00
AzaezelX 3c7b16306d fix datablock display to sync to selected instance.
tie in frame selector frontend
2025-09-20 11:27:41 -05:00
AzaezelX 82435693dd decal atlas support work
allow a textureCoordCount to be used raw when texrows and coumns are not >1 in order to let the transmitted vector actually be used

correct and augment editDecalDetails to now read
      DecalEditorGui.editDecalDetails( %this.instanceId, %pos, %tan, %size, %uvID  );
it needed the word split to begin with, and also added the uvID for instance frame tracking/overriding
same token added a  getDecalFrame(%this.instanceId); method

todos: add a frame lookup and selector for the instance tab, modify decal display to account for non-square uv portions
2025-09-19 09:09:55 -05:00
AzaezelX cd5f897e55 dsqs area subset of dts data
ensure if an input file contains mesh data *and* an animation, thats a dts, if it's *just* an armature, that's dsq
also fix shapeanimation tooltip display
and for furutere utility,  TSShape::isShapeFileType(Torque::Path filePath); is now static since it only requires a path, not an object instance per-se
2025-09-14 15:18:03 -05:00
JeffR 50e05800f4 Fixes issues with shifting the gui selection dropdown to be searchable via the Ex control. 2025-09-06 19:28:14 -05:00
JeffR 098a5ac36d - Fixed issue of TypeCommand field type not applying change when text was edited in the textpad
- Fixed it to check both 0 and -1 values when exiting out of shapeEditor since both can be returns
2025-08-25 23:42:58 -05:00
JeffR 9c654d7932 - Fixes the display of the preview in the MaterialAsset fields
- Hides the special-case direct filepath field for ShapeAsset persist fields macro
- Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily
- Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true
- Adds isValid utility function to AssetPtr
- Added new field flag that makes the field not write out to file
- Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors
- Fixed group filtering check of guiInspector to ignore case
- Removed unneeded isFile checks for common datablock script files in Prototyping module script
- Removed test datablocks from Prototyping module
- Removed unnecessary container control from AssetBrowser
- Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window
- Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly
- Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer
- Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree
- Added ability to explode prefab to RMB menu on scene tree
- Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree
- Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with
- Added sanity check to datablock editor creation
- Fixed preview display of material in Decal Editor
- Made compositeTextureEditor use the cached preview of images
- Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor
- Fixes MaterialEditor to properly save the group collapse state when editing
- Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable
- Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show
- Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0
- Removed unneeded top tabbook and tab page for main editor panel
- Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset
- Resized Object Builder window to not cut off elements and have enough width to show more data
- Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field
- Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info
- Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not
-
2025-08-25 23:35:28 -05:00
JeffR ff2a4daa9f Ensures that when performing certain actions like painting, erasing, cutting or pasting, it will mark the forest editor as dirty so it will save as expected 2025-08-12 00:46:52 -05:00
JeffR c894728644 - Fixes issue with resizing for the inspector panel of the updated MatEd where it would cut off
- Fixes refresh behavior where it'd refresh while you were doing a 'long action' like dragging a slider or range value
- Fixes issue where the scroll position would reset when modifying some fields
- Fixed issue where saving a composite texture could save it to the game root directory
- Fixed issue where opening the mat ed for the first time with an object selected could have the inspector not inspect the object
2025-08-06 01:34:59 -05:00
Brian Roberts c7d966c0de
Merge pull request #1528 from marauder2k9-torque/Recast-Update
Recast refactor
2025-08-04 08:50:11 -05:00
JeffR bfc1a7e03c Removed extra wipwork script that isn't needed now 2025-08-03 12:11:44 -05:00
JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
- Overhauls the material editor to simplify and streamline the logic behind it since the inspector does most of the work
- Tweak a few order positions of materialdefinition fields to work better
- Sets AO, Rough and Metal channel fields to use an enum type for human readability
- Updates the MaterialPreview gui control to work with assetIds
- MatEd now supports setting of parent material to inherit from
- Creating a new material now can prompt selecting an existing material to inherit from
- Can now edit the mapTo value of a material in the matEd
- New standalone Composite Texture Editor window for convering AO, Roughness and Metalness maps in a material to an ORMMap
- Can also star the creation of a composite texture via RMB context menu in AB on an image asset
- Moved logic of CubemapEditor from MatEd to it's own stuff
- Made ImageAsset fields now be more clear when they have nothing assigned, and also have a clear button to empty the field's value so it's consistent across the board
- Reorganized the layout of the gui and image files for the MatEd to be easier to navigate
- MaterialEditor now overlays the EditorGUI instead of being forcefully embedded in it, allowing easy editing of the MatEd Gui via the Gui editor
2025-08-03 12:03:02 -05:00
marauder2k7 9d98d55b1e fix tree selection 2025-07-28 10:02:52 +01:00
marauder2k7 888e72ad28 Update navEditor.tscript
typo
2025-07-28 08:30:46 +01:00
marauder2k7 b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00
marauder2k7 24ec55e8bc cleanup
add select tool
cleanup more from guinaveditorctrl and scripts
2025-07-27 19:32:52 +01:00
marauder2k7 3946017556 add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00
marauder2k7 715a2484a0 Update navEditor.tscript
filter out vehicle
2025-07-27 12:47:26 +01:00
marauder2k7 f730d0bf1c added spawning
Tile test tool now spawns classes and data
Test avoidance added to aicontroller and ainavigation
2025-07-27 12:43:19 +01:00
marauder2k7 9039435d12 Update navEditor.tscript
woops
2025-07-26 10:41:03 +01:00
marauder2k7 6d36e17d91 added navmesh tester tool
Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
marauder2k7 e55d3b6f82 Update NavEditorGui.gui
fix textsliderctrl not losing focus, reason for the issue was incorrect profile
2025-07-25 10:11:08 +01:00
marauder2k7 496e427d76 add radius controls
update the scripts for the offmeshcontool
radius controlled by slider ctrl
2025-07-25 09:44:49 +01:00
marauder2k7 d1771756c2 updated drawmodes and rendering
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00
marauder2k7 80473e10b5 added first tool
Added the tileTool with the ability to select tiles
Abstraction layer for navmesh tools created.
2025-07-23 15:08:29 +01:00
marauder2k7 99db60e3f3 Update assetBrowser.tscript
fix folder navigation in asset browser

fix found by Abbey
2025-07-11 12:31:27 +01:00
JeffR e7db5bb4a1 Shifts the visibility modes dropdown menu in the editor to an easily expandable menu so modules can hook into it 2025-07-10 00:22:19 -05:00
JeffR b9d9c52786 Flips the datablock order exec to always guarantee particle data is loaded ahead of emitter data when making a new module 2025-07-07 16:18:01 -05:00
marauder2k7 c6ec2fd6a1 Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor 2025-06-19 13:36:49 +01:00
marauder2k7 51b1e3b07e update cursors
GuiCursor needs to be changed to use bitmapAsset
guiTypes.GuiCursor safety around rendering getBitmap()
2025-06-18 09:27:47 +01:00
JeffR d35a305149 Fixes issue of not being able to create GameModes or blank MaterialAssets from the Asset Browser 2025-06-17 19:08:45 -05:00
JeffR a3620c6e51 Fixes missing parentheses that is causing the script to not compile 2025-06-16 18:23:12 -05:00
Brian Roberts 0aaddcddb4
Merge pull request #1500 from marauder2k9-torque/MissionArea-RemoveTerrainDependency
remove terrain dependency from mission area
2025-06-16 16:36:24 -05:00
marauder2k7 fc9f221ac0 Prepend symbol for image files
Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7 50f74368b3 various fixes around preview assets and imageassets text field
Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
JeffR 8b7629d679 We don't want to be generating autosaves of the default and template levels as that can just cause weirdness. 2025-06-15 10:50:32 -05:00
marauder2k7 0a1e3f74ed remove terrain dependency from mission area
Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
2025-06-15 12:41:47 +01:00
JeffR 970394c42d Corrects handling for creating new folders via asset/AB workflow
Also fixes issue where Make Selected a Mesh action wasn't working properly because it lacked a ShapeAsset createNew method
2025-06-03 15:13:33 -05:00
JeffR 0e6c33f78a Fixed gui editor drag and drop behavior for image, shape, and sound
Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR 8ed3bab44c Re-added prefix handling for named texture lookups for image asset fields
Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
JeffR 0fa8b97f91 Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
Brian Roberts a43458677a
Merge pull request #1481 from Areloch/MiscFixes_20250525
Misc Fixes and improvements including updated autosave handling
2025-05-27 08:03:08 -05:00
marauder2k7 d21bd8dab4 Update materialEditor.ed.tscript 2025-05-27 09:04:33 +01:00