Commit graph

98 commits

Author SHA1 Message Date
Jeff Hutchinson ada1c5a021 Merge branch 'Preview4_0_DevHead' into tsneo 2021-08-16 22:50:02 -04:00
Robert MacGregor 3a4f0e8808 * [x86UNIXFileio] BugFix: Correct an error in the initial call to recurseDumpDirectories that causes an empty list of directories to always be returned.
* [UI Module] BugFix: Change module directory name to uppercase for matching the declared module name in its module file for asset tree browsing to work correctly on case sensitive systems.
2021-08-13 23:31:29 -04:00
Jeff Hutchinson 717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX c5d0310bc3 Merge branch 'EngineAssetify' of https://github.com/Areloch/Torque3D into EngineAssetify_Followups_XML2Check
# Conflicts:
#	Engine/source/ts/tsShapeConstruct.cpp
2021-08-02 13:54:51 -05:00
Areloch 88ae8a9665 Added getShapeConstructorFilePath console function on shapeAsset
Fixed typo in import config settings for DuplicateAutoResolution
Converted TSShapeConstructor to utilize assets
Updated shape editor to work with assetified constructors
Converted guiBitmapButtonCtrl to use assets
2021-08-02 04:20:27 -05:00
AzaezelX 3fad050028 Merge branch 'Preview4_0' into EngineAssetify_Followups 2021-07-28 13:51:44 -05:00
Areloch 3e131f5b8e Added changes missed via merge failures.
Removed some unused files/references that were causing errors, related to issues #502 & #512
2021-07-20 20:05:49 -05:00
AzaezelX c640d8823d template index file review
remove redundant referenes to $TorqueScriptFileExtension. exec and queueExec both handle those internaly.
as pointed out in #511, we were already executing the guimusicpayer.gui in the ut.tscript module via queue. as that case allows folks to bolt a true at the end of the method to override the file-call and replace it with a personalized variant in another module, removed the redundant exec
2021-07-20 11:02:38 -05:00
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
Jeff Hutchinson acde0c3f0b Merge branch 'Preview4_0_DevHead' into tsneo
# Conflicts:
#	Engine/source/console/consoleInternal.cpp
2021-06-18 21:13:49 -04:00
OTHGMars dd665496d1 Borderless window defaults.
Limits borderless windows to the monitor usable area on non windows platforms to prevent the window from rendering behind taskbar/title bars.
2021-05-14 03:57:00 -04:00
Jeff Hutchinson 69d7a2f4a1 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Engine/source/console/test/ScriptTest.cpp
#	Engine/source/console/test/consoleTest.cpp
2021-05-06 21:08:53 -04:00
Jeff Hutchinson 6f7fdca87d lotsa fixes. 2021-05-04 21:18:15 -04:00
Areloch 92abfb8ccf Updates the masterserver domain referenced in the default scripts, pointing it to the new torque3d master server 2021-04-08 20:32:22 -05:00
AzaezelX 863da35ca0 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into alpha40/playgui_onwake_callback 2021-01-27 19:06:51 -06:00
Areloch a71805515c Corrects missed asset script file references in asset definitions when swapping to the tscript extension 2021-01-20 19:41:28 -06:00
Lukas Aldershaab 9ccaa6d3ea Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
AzaezelX 27a35ff104 provides a general Playgui_onWake callback for modules
any module with a modulename::Playgui_onWake now has the capacity to layer thier gui elements on playgui
2021-01-11 17:34:23 -06:00
Areloch 64c9667bad
Merge pull request #283 from Azaezel/alpha40_mouseBindIcons
mouse display for keybinds
2021-01-10 22:40:22 -06:00
Areloch d19cbd334b Fixed wrong field name on groundPlane in ExampleLevel 2020-12-29 00:37:40 -06:00
Areloch fb5195dd44 Corrects groundplane assigned material in the example and editor levels
Assetifies GroundPlane's handling of it's material field
2020-12-19 01:43:52 -06:00
Areloch 3821ddd15a Merge branch 'GroundPlaneAssetify' of https://github.com/Areloch/Torque3D into Preview4_0 2020-12-18 14:12:54 -06:00
Areloch 334cd1d205 Adds function to better report active device type from GFXDevice
Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
Areloch 7b6ee8a453 Adds handling so the pause menu has a button to exit the editor as a quick shortcut 2020-12-03 19:58:51 -06:00
Areloch bca972ae24 Adds a flag to the guiGameListMenuCtrl to allow consuming of key input events. This allows for overriding other active keybinds that may be in play when a menu is active. 2020-11-21 02:35:05 -06:00
Areloch 388a700a53 Implements material asset handling for GroundPlane object
Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
2020-11-01 23:32:34 -06:00
Areloch d83fc0b232 Adds check so we only do the pausing of the audio/sim when opening the pause menu when it's single player 2020-10-25 14:40:32 -05:00
Areloch db6c63d424 Adjusts guiGameListMenuCtrl.cpp to handle Left and Right keys to adjust options, which simultaneously fixes the 'jiggle' issue on the options menu of the BaseGame base UI
Per Steve's suggestion, put a pause on gameplay sounds alongside the game sim being paused when the pause menu is opened.
Nudges the keybind preview image for guiGameListMenuCtrl to be better centered
2020-10-25 02:51:52 -05:00
Brian Roberts 3851612b91
Merge pull request #361 from Areloch/LevelAssetLoadConsistency
Updates some level asset functions and script handling
2020-10-17 16:21:01 -05:00
Areloch c0203e13e9 Basic prototyping module initial upload 2020-10-16 22:12:05 -05:00
Areloch 837983c767 Adds script function to access full path of the level asset's preview image file
Updates script function descriptions to be correct
Updates chooseLevelDlg functions to be more efficient and consistent, and use the exposed get methods for getting preview images and the like properly
2020-10-13 18:44:42 -05:00
AzaezelX 7d63f114fa followup 2020-10-05 15:50:45 -05:00
Areloch 4a8273b824 Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu 2020-09-24 22:49:05 -05:00
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
AzaezelX 7af0a758d1 fix chooseleveldlg 2020-09-12 15:01:01 -05:00
Areloch 7405453123 Fixes issue where it would try and load a SIS file even if it doesnt exist
Fixed warning about use of invalid function 'setEnabled' instead of 'setActive'
Fixed formatting of a schedule call in ExmapleGameMode
Fixed EditorOpenMission logic to correctly get and use levelAsset
Removed unneeded continues from menuInputButtons' refresh()
Updated settings.xml to have sorted order for future consistency
2020-08-26 13:40:04 -05:00
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
Areloch 69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00
AzaezelX 1b7f754f23 mouse display for keybinds 2020-08-10 06:33:56 -05:00
Brian Roberts bcbc08cf23
Merge pull request #251 from zfbx/patch-1
Added slider to consoleDlg for bg alpha (Needs refinement)
2020-07-27 10:13:51 -05:00
Tony 3d76cc4c12 Moved GuiSliderProfile into core 2020-07-27 10:57:08 -04:00
Areloch 0e37214a8b Moves the BaseUI module to utilize the queuedExec function to make overriding UI elements easier 2020-07-26 16:39:49 -05:00
Areloch 5f95f9f8c0 Made GuiFadeinBitmapCtrl not only respond to mouse and keyboard events, but gamepad events as well, allowing gamepad inputs to skip opening splash pages
Ensured that guiGameListMenuCtrl adjusts values for rows marked as sliders via the left and right gamepad actions
Corrected the button maps for look and move on the gamepad for the ExampleModule's default movement binds
Fixed ExampleModule's default keybinds so alt+enter correctly toggles fullscreen
Fixed joinServerMenu so it has a guiInputCtrl that can catch keybind events and pass them to the menuInputButtons
Removed erroneous input consumption on OptionsMenuList
Removed unneeded check against Graphics API list
Flipped order of Anti Aliasing option to match ordering of the others
Removed old, unneeded legacy option menu script files
Added logic for message boxes to automatically return active MenuInputButton control to the holder before it was pushed
Added fill color for the UI list gui profile so the sliders render more legibly
2020-07-25 01:29:25 -05:00
Areloch 5b289bce5e Shifts the tools messageboxes to be distinct from any messageboxes in the main game
Reorged the canvas handling of gamepad inputs for the axis and triggers to use the SI_ versions in the right spots
Fixed issue where pause menu would be hidden and not display again
Made the pause menu active from the gamepad start button rather than back
2020-07-24 00:40:03 -05:00
Areloch ef4cc8b573 Updated names of some of the input images to match the names of the inputs to simplify lookups
Altered a few of the input images to improve readability of some of the text
Standardizes the menuInputButton set usage to just use the raw action names rather than a middleman naming scheme for simplicity and standardization
Added comments to menuInputButtons.cs
Split out the menuInputButton containers to simplify and stabilize the code on the messageBox dialog
Removed old reference to script/gui files not there anymore
Simplified the input state check in guiGameListMenuCtrl.cpp
Added a check so we don't try exec'ing the selected list item in guiGameListMenuCtrl.cpp if nothing has actually be selected
2020-07-23 16:26:38 -05:00
Areloch 37420cda66 Updates the BaseGame UI theme to be more legible and visually consistent.
Also standardizes and fixes the menuInputButtons system.
2020-07-23 00:22:15 -05:00
AzaezelX 61db21aaaf comparison flaw in spotlight animation check. also, proper location of shadercache dir 2020-07-07 16:54:25 -05:00
AzaezelX f6a2149dd1 tempfix: corrects the display api entry...
in the options menu so that it properly reflects what's active/selected for restart, and more importantly saves the pref.

Important Note:
down the line we'd discussed treating options similar to the key remap system where it'd be a map of

opt[varname]=varstate;
2020-06-04 20:04:47 -05:00
Areloch 11f0ec2c0f Overhauled keybind remap part of options menu
Fix audio options menu so it correctly save and applies settings
2020-06-01 03:55:25 -05:00