Brian Roberts
275bf3cd94
Merge pull request #1738 from Areloch/FixEditorCameraModeHandling
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Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently,
2026-05-16 11:10:35 -05:00
AzaezelX
c4cca3ed1f
put damagemodel script files in the same pool as resources
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initServer callback is run the once
onCreateGameServer callback is run every mission load
for queueexec("filename",true); to work, that has to be from the same callback pool being executed.
given resources use the initServer, pool, shifted the damagemodel baseline there as well.
may want to revisit this one as time allows for quicker prototyping turnaround
2026-05-16 00:02:24 -05:00
AzaezelX
0e33b2c1d0
cleanps for generalized PlayerData::damage with quick docs line for clarity in the future
2026-05-15 21:51:57 -05:00
JeffR
dc65e80c34
Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently, allow for initializing the camera into another mode(like 3rd person), and properly toggling back and forth between the standard cam and whatever the other last camera mode was.
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Also adds callbacks so gamemodes/modules can provide custom camera modes.
This gives more control and integration of specialty camera types so it doesn't have to fight the editor's handling of camera modes/toggles.
2026-05-14 15:39:47 -05:00
Sir-Skurpsalot
8c541f4c48
Merge branch 'development' into alpha41/damageModel-fix_followup
2026-05-13 10:56:55 -06:00
AzaezelX
a54695cfcc
filter directional damage display by %obj.healthFromMount
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also shift other contents from DamageModel::onCreateGameServer to DamageModel::initServer for consistency
2026-05-13 11:48:36 -05:00
Sir-Skurpsalot
093299bd83
Update player.tscript
2026-05-12 23:36:33 -06:00
Sir-Skurpsalot
a4760e33a1
Update DamageModel.tscript
2026-05-12 23:33:55 -06:00
Sir-Skurpsalot
dd438557d5
Update player.tscript
2026-05-12 23:22:30 -06:00
Sir-Skurpsalot
11fd008515
Update DamageModel.tscript
2026-05-12 23:20:43 -06:00
JeffR
b54865aa74
Fixes the re-import behavior in the Asset Browser to properly prompt the reimport window with the indicated asset in the AB
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Also fixes how the shapeConstructor is searched/parsed when doing reimports vs new import creations
Fixes incorrect assetId usage in some of the prototyping shape constructors so they match now
2026-05-02 11:35:20 -05:00
JeffR
e12f8472cd
Removed unnecessary debug lines
2026-04-21 01:28:23 -05:00
JeffR
f6f06121ab
Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
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- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code
- Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist
- Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected
- Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently.
- Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest
2026-04-21 01:22:26 -05:00
JeffR
defbaea2fe
Implements misc fixes for the particle editor and particlesList inspector field
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- Clicking the [...] button from the Particle Emitter tab now opens to the Particle tab *and* properly selects the particle data to be edited
- Selecting an emitter object in the map and opening the particle editor now selects the Particle Data to be edited
- Selecting a new Particle Data for a particles slot on a Particle Emitter in the editor now correctly updates the values and updates the field display
- Made it so if clicking [...] button on the ParticleEmitterData or other similar fields for objects, it will now open to the Particle editor instead of the Datablock editor
2026-04-19 02:18:05 -05:00
Areloch
5796f0ea07
Merge pull request #1709 from Azaezel/alpha41/DampDir
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dampness rework
2026-04-08 23:42:38 -05:00
AzaezelX
d85bbc0a1f
account for translucencies
2026-04-08 19:27:43 -05:00
AzaezelX
5690c64ef6
dampness rework
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more respect for gravity, fewer texture lookups
2026-04-06 16:55:55 -05:00
Brian Roberts
ed5f6848c8
Merge pull request #1704 from Azaezel/alpha41/fixPrefabBind
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point rightclick prefab at the same method as the button
2026-04-05 11:20:25 -05:00
AzaezelX
a8bc8e92b8
update format
2026-04-04 17:47:58 -05:00
AzaezelX
e8193d1cc3
embed application info in console.logs
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ap name [ap version] [engine version]
2026-04-04 17:21:42 -05:00
AzaezelX
df0971d0dd
point rightclick prefab at the same method as the button
2026-04-02 17:31:19 -05:00
AzaezelX
3fe67fb850
fix verve editor crash
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if for some reason, function VerveEditor::CreateField( %targetStack, %fieldName, %fieldType ) is called without a %fieldType, the eval call was crashing. this fixes the imediate issue, but I'd advise followup tracing.
2026-03-30 23:07:21 -05:00
Brian Roberts
e56b23e63d
Merge pull request #1701 from Azaezel/alpha41/imageAssetAugs
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image asset popup augs
2026-03-24 19:05:11 -05:00
AzaezelX
a5e850b546
image asset popup augs
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create terrain texures asset context popup
create Material context to spin up a mat
2026-03-23 16:46:13 -05:00
Brian Roberts
53a0667e9c
Merge pull request #1698 from Azaezel/alpha41/particleED_pill
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fix particle editor
2026-03-22 16:29:04 -05:00
AzaezelX
7d95bfdd0f
fix particle editor
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from steve_yorkshire - https://discord.com/channels/358091480004558848/783127087820439582/1485388241224863848
2026-03-22 16:26:43 -05:00
AzaezelX
46b912a481
ssao typofix
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hat tip: steve_yorkshire- https://discord.com/channels/358091480004558848/783127087820439582/1485316295888077020
2026-03-22 11:47:20 -05:00
Brian Roberts
29aa5c6dfa
Merge pull request #1677 from Azaezel/alpha41/directionCorrection
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self shadowing corrections
2026-03-04 08:46:35 -06:00
AzaezelX
001468cb5e
tone down overcorrection
2026-03-02 17:08:12 -06:00
AzaezelX
cf294ad121
selfshadowing corrections
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best to stick to the order of the X<dot>Y tags
use PI, not 1/PI to avoid "normal flipping"
2026-03-02 08:52:47 -06:00
AzaezelX
75af5a2bf6
bind grid snapping bool to one variable
2026-02-28 19:19:08 -06:00
AzaezelX
34ea855031
add a (re)Generate font cache button to the profile tab
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also add a zeroth %sidebar-->button
2026-02-02 22:59:10 -06:00
AzaezelX
aacb41ce0b
adress https://github.com/TorqueGameEngines/Torque3D/issues/1663
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by ensureing if the players is a camrea, then %conection.camera knows it's the same thing
2026-01-21 12:16:12 -06:00
Brian Roberts
6e96c0510d
Merge pull request #1659 from Azaezel/alpha41/decalInstPreview
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fix decal instance preview
2026-01-19 21:37:15 -06:00
Brian Roberts
9cd04a2a67
Merge pull request #1657 from Azaezel/alpha41/singletonSpam
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dont try and recreate singletons
2026-01-19 21:37:10 -06:00
AzaezelX
0b19bd9aca
fix apcrash when loading a new mission after painting decals but before properly selecting a new one to paint
2026-01-19 21:28:48 -06:00
AzaezelX
d8f585c552
fix decal instance preview
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update previews for instance selection just like we do db selection
2026-01-19 12:28:10 -06:00
AzaezelX
15f619c1aa
GameBaseData::onNewDataBlock reload state
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if live editing a datablock for an object you're piloting, reapply the control post onadd
2026-01-19 12:00:10 -06:00
AzaezelX
0f827ac89e
dont try and recreate singletons
2026-01-19 11:15:42 -06:00
Brian Roberts
f2a5b06803
Merge pull request #1643 from Azaezel/dmUI
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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
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offload weapon/ammo counter update commands to the generic damagemodel
2026-01-11 11:18:29 -06:00
JeffR
56db8cadd0
Adjusts the setup of the AB preview buttons so we initialize the fields in the new block rather than risking the button being asleep while trying to set bitmaps.
2026-01-03 02:45:14 -06:00
AzaezelX
235be5eccd
remove damagemodel from the game subgroup
2025-12-29 17:36:08 -06:00
AzaezelX
53ad8ccc6d
offload weapon/ammo counter update commands to the generic damagemodel
2025-12-28 14:19:17 -06:00
Brian Roberts
0fb68936f9
Merge pull request #1638 from Azaezel/alpha41/minorUICleanups
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options menu: rem keybind debug spam
2025-12-25 19:31:57 -06:00
Brian Roberts
e39e5ef7a3
Merge pull request #1636 from Azaezel/alpha41/PrototypeRezFix
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fix class prototype rescale
2025-12-25 17:44:38 -06:00
AzaezelX
7bca1dba53
options menu: rem keybind debug spam
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damagemodel module: ensure it's got a dependency of the UI module so it's called after
switch all profiles for damageoverlay over to GuiModelessDialogProfile from default
2025-12-25 16:04:53 -06:00
AzaezelX
dcc68e1d85
fix class prototype rescale
2025-12-24 11:35:30 -06:00
AzaezelX
d8f65920f5
rem debug spew
2025-12-23 12:03:36 -06:00
JeffR
12ebebff46
Update of Particle Editor to standardize it up and utilize inspectors rather than adhoc guis
2025-12-21 16:39:19 -06:00
Brian Roberts
1f5a4267ac
Merge pull request #1630 from Azaezel/alpha41/particleGlowAlpha
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particle alpha influence on glow
2025-12-20 20:45:08 -06:00