Commit graph

33 commits

Author SHA1 Message Date
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
Lukas Aldershaab 5615cc33d8 Remove CInterface script hooks, superseded by console refactor 2023-09-27 14:11:13 -05:00
Areloch 667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00
AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
Areloch 00c27095f7 Establishes a common namespace for Module ScopeSet objects to make it easier to work with function calls out of module namespaces 2022-12-22 00:02:34 -06:00
AzaezelX ac1cbe8198 set default (true) case for findModules 2022-10-30 14:10:36 -05:00
AzaezelX ebcee97d5c leverage the pre-existing vector<foo>.sort(&method) hooks for better self containment. also sort by dependency count, and above all else, skip sorting entirely if we've already populated mModulesLoaded since that already takes dependencies into account when generating the vector
also defualt to using that one for the general findmodules case
2022-10-30 14:02:30 -05:00
AzaezelX b168617034 correct the moduleDependencySort callback 2022-10-27 18:14:30 -05:00
Jeff Hutchinson 755bbacaa0 Fix specific usage of Con::executef where it was not being assigned to a ConsoleValue before getting it's data out of it. 2021-09-24 19:32:57 -04:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
OTHGMars 8148bdfcdd ModuleManager and AssetManager updated for T3D mount system.
Platform file calls replaced with Torque::FS calls when scanning for or loading files.
2021-01-11 05:03:00 -05:00
Areloch e8564680e4 Better handling for finding modules by file path. Mainly used in asset importer 2020-12-02 23:57:17 -06:00
Lukas Joergensen fe09d6e125 ModuleSystem: Lookup CInterface methods when calling module create func 2020-11-15 21:30:45 +01:00
Lukas Joergensen a069496ad3 ModuleDefinition: Remove duplicate addProtectedField for ModuleId 2020-11-15 21:30:45 +01:00
Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 2020-10-04 00:00:01 +02:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
AzaezelX 466d03ffec adds a moduleDependencySort qsort callback, and uses it in the findModule method to massage the return vector by depends order 2019-10-05 07:53:43 -05:00
Areloch 07b8619bf3 Changed findModule default version value to 1 to match default module version number
Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
2019-08-28 00:56:24 -05:00
Areloch 02262b014a Removed test lines 2019-08-07 01:28:34 -05:00
Areloch 3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
Areloch 17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch b79030ebb4 Tweaks to the Asset/Module info echo behavior to spam the console less. 2019-02-23 14:20:57 -06:00
Lukas Joergensen 870ee9fb5b Integrate new CInterface into the engine-console 2018-04-21 12:04:15 +02:00
Glenn Smith 79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Lukas Joergensen 86a0ba44d3 Cleanup of the elements exposed to the console 2017-12-10 19:02:20 +01:00
Areloch 950723eb51 Implements support of autoloaded assets. 2017-10-14 22:10:42 -05:00
Masquara 15f67015d3 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
Thomas "elfprince13" Dickerson f0996f8c84 typo fix 2017-03-10 20:01:56 -05:00
Areloch 336020c102 Adds the ability for modules to flag if they override existing objects during their creation. 2017-03-02 00:18:24 -06:00
Duion 4b7eea5de0 Change back "enabled" values to lowercase
I noticed in 3.9 when opening and re-saving my mission files that all values that had "enabled = 1" written in the datablock like the spawnSpheres were changed to "Enabled =1" instead.
This changes it back to produce lowercase output.
Don't know if this is the right way, but it works, it disturbed me a bit in my version control that every mission I touched was updated with hundreds of changes on "enabled" into "Enabled" while all other entries are lowercase.
2016-07-31 19:25:35 +02:00
Areloch 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00