Commit graph

1262 commits

Author SHA1 Message Date
AzaezelX 28603655a5 fix malformed addfeildV 2025-03-09 12:58:59 -05:00
AzaezelX f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
Olathuss 59b938151d Enable onMouseMove script method for GameTSCtrl
Enables the onMouseMove method for scripting in the GameTSCtrl class.
2025-03-04 21:30:19 -07:00
Brian Roberts 09cf5a0425
Merge pull request #1402 from Azaezel/alpha41/mumbledMat
prexisting material asset safety check
2025-03-01 18:41:37 -06:00
AzaezelX bc9ed3e10a prexisting material asset safety check
from steve_yorkshire
don't try and create a new suffixed materiaAsset if one already exists
2025-03-01 17:17:24 -06:00
Brian Roberts dbdcf251ac
Merge pull request #1399 from Azaezel/alpha41/restingLagFace
rigidshape pef tweaks
2025-03-01 12:07:07 -06:00
AzaezelX 69a0c40795 wheeled vehicle downforce aug. applies a spoiler effect 2025-02-28 19:20:21 -06:00
AzaezelX ccbcf7a862 take tick time into account as well. 2025-02-28 19:18:28 -06:00
AzaezelX c2b3ea6122 clean out redundant pack/unpack in vehicle 2025-02-28 18:35:46 -06:00
AzaezelX 43309fef2a rigidshape pef tweaks
account for integration for atrest evaluation. if we're atrest, *don't* network momentums. just send the bool
2025-02-28 17:54:20 -06:00
AzaezelX e90aa02af2 correct mangled stopwatch logic
it was having issues with setting a time after pausing
2025-02-27 20:08:25 -06:00
AzaezelX 18750047fb game mode filterfix
GameMode::findGameModes now only returns the *active* ones.
SubScene::load() checks against either that, or if it's selected
2025-02-25 19:17:43 -06:00
AzaezelX b36ec14194 add typeS16 2025-02-22 18:57:27 -06:00
Brian Roberts f99b2874d1
Merge pull request #1384 from Azaezel/alpha41/subsceneCleanups
clean up subscene load evaluators so that it doesn't require a client if it's set to global
2025-02-20 12:08:12 -06:00
Brian Roberts 4827c100f7
Merge pull request #1385 from Azaezel/alpha41/onTheClock
guiClockHud augs
2025-02-15 20:26:44 -06:00
AzaezelX 8993ffe3e6 guiClockHud augs
adds a pause, reversed, and significantTime inspector exposed variable to guiClockHuds
significantTime is in sceconds and triggers an onSignificantTimeReached callback
2025-02-15 16:48:15 -06:00
AzaezelX a529e3ecc0 clean up subscene load evaluators so that it doesn';t require a client if it's set to global
(allows spawnpoints to fill out prior to connections)
also try and apply filtering prior to actual loading
2025-02-13 14:32:23 -06:00
AzaezelX 4d66ae37de handle mounted lights ghosting in and out
send a periodic corrective packet for mounted lights to ensure they stay mounted when moving in and out of ghosting
2025-02-08 10:58:50 -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
Brian Roberts 4bd43265a9
Merge pull request #1370 from Azaezel/alpha41/tsStaticTrouble
add lod selection for visiblemesh collisions
2025-01-27 18:57:13 -06:00
AzaezelX e2a0fbefa3 add lod selection for visiblemesh collisions
add box filtering for visiblemesh buildPolyList
2025-01-27 15:37:05 -06:00
Brian Roberts 5feef0ec5c
Merge pull request #1368 from Azaezel/alpha41/sourceGroupGrok
fill in asset based sound group if not specified by instanced emitter
2025-01-27 11:31:41 -06:00
JeffR bf9f0ee6cd Adjusts the test behavior for when the player class tries to ray-check against PathShapes to nudge the player to a safer position. Originally it ONLY checked pathshapes, so a static over a pathshape could cause erroneous behavior. 2025-01-27 00:15:14 -06:00
AzaezelX 557b3639eb fill in asset based sound group if not specified by instanced emitter 2025-01-26 20:52:50 -06:00
Brian Roberts 221614383b
Merge pull request #1356 from Azaezel/development
handle pathshapes comming in from above players more gracefully
2025-01-15 20:36:35 -06:00
AzaezelX 7b393b668b handle pathshapes comming in from above players more gracefully
if you're within a pathshape as it moves, put you on top
2025-01-15 20:35:02 -06:00
Brian Roberts 4a8f8302a5
Merge pull request #1353 from Azaezel/alpha41/probeAttention
shift attenuation to probes in general.
2025-01-09 08:10:56 -06:00
AzaezelX 9aa45b24ba for consistency, add a setSkinName method to tsstatic
wrapper for obj.skin assignment just like shapebase
2025-01-09 08:09:59 -06:00
AzaezelX a4266a1336 fix distance falloff misassignmen. fix uninitialized attenuation in root probes 2025-01-07 23:48:34 -06:00
AzaezelX 5a2ec2731f shift attenuation to probes in general. 2025-01-07 16:58:50 -06:00
Brian Roberts 69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -06:00
JeffR bf9692a451 Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape
Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
2024-12-15 23:48:16 -06:00
JeffR 81ac23fd35 Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development 2024-12-15 18:39:03 -06:00
marauder2k7 7b73ce7a2f Update ImageAsset.cpp 2024-12-14 16:26:02 +00:00
marauder2k7 f5f50723ed final cleanup 2024-12-14 14:47:46 +00:00
marauder2k7 1edfbcf447 fixes for reload and flush 2024-12-14 13:37:23 +00:00
marauder2k7 f6dc694bd4 fully working 2024-12-14 01:18:46 +00:00
marauder2k7 85463c85ac named targets for image assets
image assets can now be bound to a named texture target
if used in a material the target needs to exist before the material is initialized
2024-12-13 00:26:39 +00:00
JeffR 61d9e82ce5 Adds FIELD_SpecialtyArrayField field type and handling for it in PersistenceManager, as well as a use-case of it for the surface field in ConvexShape 2024-12-07 13:20:30 -06:00
marauder2k7 7810ee4f51 Update guiMaterialPreview.cpp
light movement now makes sense
2024-12-05 00:34:17 +00:00
marauder2k7 a92b9d0e2d code review with az
changes per review, frustum wasnt dirty... i like it dirty
2024-12-05 00:17:44 +00:00
marauder2k7 e7a7935bd4 Update guiMaterialPreview.cpp
more "fixes"
2024-12-04 23:59:43 +00:00
marauder2k7 291c5c75b6 Update guiMaterialPreview.cpp
use mSaveFrustm to keep states between object switches
2024-12-04 23:45:32 +00:00
Areloch 49c76cc486
Merge pull request #1332 from Azaezel/alpha41/configConfusion
correct malformed config passalong
2024-11-27 01:29:09 -06:00
AzaezelX f8f9e88dc6 correct malformed config passalong 2024-11-26 19:56:34 -06:00
Brian Roberts 65e11745fa
Merge pull request #1330 from Azaezel/alpha41/FixGLBDetection
fix glb detection
2024-11-25 21:03:56 -06:00
AzaezelX b1f68ec3fb fix glb detection 2024-11-25 21:03:29 -06:00
JeffR e56df92002 Used the math from PathShape updating to standardize updating the transform of the child objects 2024-11-17 14:53:04 -06:00
JeffR 75fb6683f5 Fixed up render transform handling for SceneGroups 2024-11-14 20:23:23 -06:00
JeffR 2c8adfdf93 Fixed child relative transforms for when SceneGroups are updated 2024-11-14 19:29:41 -06:00