Commit graph

54 commits

Author SHA1 Message Date
AzaezelX cce40efd35 fix particle glow
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
2025-11-13 14:29:25 -06:00
AzaezelX e8ccb3443a try to load shapes during preload
it's half the point of the protocol
2025-07-06 19:51:55 -05:00
marauder2k7 ca1604170d initial commit
change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00
AzaezelX f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
AzaezelX 7678f680a4 fix light emission point for shapebaseimaged
light generally comes from the muzzle of a gun, not the ground
2024-08-07 11:02:46 -05:00
marauder2k7 852ed8f225
Sfx playlist asset working (#1109)
* GroundWork

-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function

* Update sfxController.cpp

* SFXPlaylist data

-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled

* Update SoundAsset.cpp

to stop git ci complaining, assetImporter........

* Update SoundAsset.h

* sfxPlaylist

-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.

* Update SoundAsset.h

-updated asset array to return playlist or profile depending on what the asset is

* SFXPlaylist working

-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.

Still an exception when closing if using a playlist trips on line 355 of sfxSound

* Update sfxSound.h

* setSoundFile index null fix

* Update SoundAsset.h

* Update SoundAsset.h

* netstream safety in case of a null asset assignment

* Update sfxController.cpp

added safeties around a null playlist trying to play.

* Update with Az's asset err code changes

---------

Co-authored-by: AzaezelX <quillus@hotmail.com>
2023-10-21 17:19:02 -05:00
Johan Mattsson 2e1cfe9332
Fix potential index out of bounds 2023-03-04 22:05:43 +01:00
AzaezelX c4ae6258cc sound safeties and future notes 2023-02-26 17:26:43 -06:00
AzaezelX 15f7f04bee standardize soundasset preloading for datablocks 2023-02-19 05:19:51 -06:00
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
AzaezelX a0bbe0ec18 layout consistency pass pt 3 - some afx bits, correct malformed shapeimage grouping causing a crash.
-must have addgroup and endgroup
2023-01-26 20:01:10 -06:00
AzaezelX f07c8745b2 inspector cleanups
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
2023-01-24 17:12:23 -06:00
JeffR 7efab038d1 Adjusts handling for special-case networking of sound assets where we may need to account for stuff like SFXPlaylists. DB names aren't transported, so we need to do Id lookups 2022-06-04 00:59:06 -05:00
JeffR 943cf8351b Adds safety check to SoundAsset's playSound so if we don't have a source, it doesn't crash
Adds logic to SoundAsset's load sound to 'nudge' the SFX system to load the required data for first use
Shifts SimSoundAssetEvent constructor to utilize assetId instead of raw asset so we can safely fail if for whatever reason we end up default constructor'ing blanks
Standardizes the shapeImage playList lookup a bit into a common function and ensures that on packet receive we force an update of the state's sound
2022-06-03 02:04:39 -05:00
JeffR 15ef8b4fbe Cleaned up implementation of #712
Also updates other game classes like the shapebase to utilize the sound asset hooks properly.
2022-01-03 20:57:10 -06:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
marauder2k7 656096e016 Another way of doing shapeBase, this requires fewer changes but will have an empty asset in each stateData until it is filled with an asset.
Both these will need to be tested to see which one is better.
2021-09-29 12:48:37 +01:00
marauder2k7 1c14dc5ec4 The beast is ready for a look over.
Can't have a soundAsset inside a struct. If we could this might work better.
PrevState needs to be kept track of for clearing looping sounds before the next state is loaded in. This might cause issues when switching weapons.
2021-09-29 12:36:02 +01:00
Areloch 426f5974da Corrected ShapeAsset array initpersist macro to assign arraySize
Uncommented line in preview build function for material assets so they generate the reduced preview image
Added cubeFace to cubemapData import processing vars checked
Updated ShapeBaseImageData convert vars to properly use asset var names
2021-08-08 23:44:17 -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
AzaezelX fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
Areloch 59b6e67ecf Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
suncaller 31d0eb16f8 Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
Azaezel f068664742 gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
Glenn Smith 7769da9434 Use strncat instead of strcat to prevent some buffer overflows 2018-03-06 00:48:44 -05:00
Johxz 39e5fe689b corrected shape path 2017-07-10 20:02:06 -05:00
Thomas "elfprince13" Dickerson ce51070fc4 whitespace updates 2017-01-06 23:04:49 -05:00
Anis 55b7a8431c Merge pull request #1800 from Azaezel/andOrMaybe
clang reports: unclear || + && and &+| mixes.
2017-01-07 02:31:05 +01:00
Azaezel dd071484da Merge branch 'development' of https://github.com/GarageGames/Torque3D into andOrMaybe
Conflicts:
	Engine/source/T3D/staticShape.cpp
2016-12-20 22:50:28 -06:00
Johxz 69ecdc67fb fix issue #696 2016-11-12 08:30:30 -06:00
Azaezel 5f5466d90d clang: consistent callbacks 2016-10-16 16:54:11 -05:00
Azaezel c57b1a8b70 clang reports: unclear || + && and &+| mixes. 2016-10-14 17:26:13 -05:00
Daniel Buckmaster 84e8cbb4ee Revert recent style cleanup changes. 2015-03-04 11:58:36 +11:00
Daniel Buckmaster 33fcc59543 Merge remote-tracking branch 'origin/style-cleanup' into development
Conflicts:
	Engine/source/T3D/tsStatic.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/tsMesh.cpp
	Engine/source/ts/tsShape.cpp
2015-03-01 22:30:22 +11:00
Daniel Buckmaster 014b566014 Merge remote-tracking branch 'gg/development-3.6' into development
Conflicts:
	Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Luis Anton Rebollo 6492028bb2 Merge pull request #1035 from bpay/memfixes
Memfixes
2015-01-25 13:42:32 +01:00
LuisAntonRebollo 4e9034854d Linux implementation. Include changes for gcc x64. 2015-01-24 22:08:26 +01:00
Daniel Buckmaster 33ff180593 Merge branch 'development' into style-cleanup
Conflicts:
	Engine/source/console/astNodes.cpp
	Engine/source/console/codeBlock.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/collada/colladaAppMesh.cpp
	Engine/source/ts/tsShape.cpp
	Engine/source/ts/tsShapeConstruct.cpp
2014-12-15 12:15:55 +11:00
Ben Payne c50c88d071 Fix use-after-delete errors 2014-12-11 19:09:01 -05:00
Daniel Buckmaster 9622f93d05 Fix weapon image camera shake. 2014-12-07 20:59:17 +11:00
Thomas Fischer cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
bank 69dbaf5b85 Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape 2014-05-13 14:08:42 +04:00
bank b2e6895554 Fix: preload() method on datablocks should always set errorStr when returning false.
Otherwise it will dump the previous error message (content of the errorStr).
2014-05-06 12:40:40 +04:00
Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts:
	Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
thecelloman 24f951ed34 Removing a duplicate CorrectMuzzleVector initPersistFields() entry. 2013-10-28 00:00:46 -04:00
DavidWyand-GG edaecf0a5b Mounted image weapon light fix
Fix for mounted image lights beyond the first weapon light.  Before this
fix all mounted images that have lights would not function if mounted to
a slot after a mounted image that uses a weapon light.
2013-10-05 02:23:58 -04:00
cpusci 7a8f46b19f Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx 2013-08-04 16:58:59 -05:00