by request,
adds a per object-instance onadd for datablocks if an object instance *also* defines a class.
be mindful not to mix up which namespace is in use there, as you can not tag two different core class instances the same scripted class
implements the same with the same restrictions for simobjects in general
fix animation export filename eroneous append
add ::canLoadCachedDSQ(const Torque::Path& path) methods to dae and assimp chains
SPECIAL NOTE:
as the above leads to dsqs not being previewable in editor, nor being able to understand they shouldn't be filtering out bones, for the block
bool readSuccess = false;
if (canLoadCached)
{
readSuccess = shape->read(&cachedStream);
}
else
{
readSuccess = shape->importSequences(&cachedStream, cachedPath);
}
we'll be wanting to inject an armature proxy method to fill out TSShape *shape = new TSShape;
untill such time as that's sorted, there's a bool gTryUseDSQs = false; killswitch in for dsqs
GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats
GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
fx navmesh scale detection
fill in mission file based .nav file name
account for walkableclimb having more filter weight than walkableslope when it comes to slanted quads generating navmesh data
the basic articulable principle is the thicker and less translucent a given object is, the more it mimics standard solid objects. the more transparent, the less light bounces back since it continues on uninterrupted, casuing less backscatter.
rigid: main finding is rigid needs to take delta into account for integration (aka interpolation)
also used POINT_EPSILON for thresholds for consistency
for rigidshape/item/player, main finding was length calcs for the search area were all over the place,
so we now derive the extended length of the cached area based on the velocity and the object's radius itself rather than guessin per class
atrest gravity calc suplimental syncing between rigidshape and vehicle
**remindernote POINT_EPSILO is 0.0001
Added functions to AssetManager to pack/unpack assets using an id hash instead of their id string this cuts down how much data is sent across the network for assets
All asset macros updated to use this new functionality.
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
AppMesh position was being scaled twice since the node is now being scaled
Try and resolve fps from file instead of default 30
maxKeyTime should be outside the loop
Assimp importer now sets the collada options to fix up axis transformation
bounds are now created by tsmesh
top level nodes are now added to the processNodes stack so bounds and other root nodes can be found correctly
Allows traversing an xml document by element without needing to know the element name
Blind traversal allows more dynamic loading of xml docs and logic to wrap different outcomes
new script functions:
prevElement
nextElement
nextChildElement
<main> <--- we are here
<child> <-- nextChildElement will take us here
</child>
<child2> <-- after nextChildElement nextElement will take us here
</child2>
</main>
<main2> <-- next element will bring us here
</main2>
Adds the ability to declare defaults for function arguments
eg
function testFunc(%x = 1, %y = 1)
{
return %x + %y;
}
can now be called as
testFunc(10) and it will return the value of 11.