marauder2k7
c2b347af7c
ai test classes
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protoplayer protocar
2025-08-01 19:42:02 +01:00
marauder2k7
9d98d55b1e
fix tree selection
2025-07-28 10:02:52 +01:00
marauder2k7
888e72ad28
Update navEditor.tscript
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typo
2025-07-28 08:30:46 +01:00
marauder2k7
b5d6601b96
add cover tool
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add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00
marauder2k7
24ec55e8bc
cleanup
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add select tool
cleanup more from guinaveditorctrl and scripts
2025-07-27 19:32:52 +01:00
marauder2k7
3946017556
add follow logic
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select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00
marauder2k7
715a2484a0
Update navEditor.tscript
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filter out vehicle
2025-07-27 12:47:26 +01:00
marauder2k7
f730d0bf1c
added spawning
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Tile test tool now spawns classes and data
Test avoidance added to aicontroller and ainavigation
2025-07-27 12:43:19 +01:00
marauder2k7
9039435d12
Update navEditor.tscript
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woops
2025-07-26 10:41:03 +01:00
marauder2k7
6d36e17d91
added navmesh tester tool
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Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
marauder2k7
e55d3b6f82
Update NavEditorGui.gui
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fix textsliderctrl not losing focus, reason for the issue was incorrect profile
2025-07-25 10:11:08 +01:00
marauder2k7
496e427d76
add radius controls
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update the scripts for the offmeshcontool
radius controlled by slider ctrl
2025-07-25 09:44:49 +01:00
marauder2k7
d1771756c2
updated drawmodes and rendering
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DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00
marauder2k7
80473e10b5
added first tool
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Added the tileTool with the ability to select tiles
Abstraction layer for navmesh tools created.
2025-07-23 15:08:29 +01:00
marauder2k7
99db60e3f3
Update assetBrowser.tscript
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fix folder navigation in asset browser
fix found by Abbey
2025-07-11 12:31:27 +01:00
JeffR
e7db5bb4a1
Shifts the visibility modes dropdown menu in the editor to an easily expandable menu so modules can hook into it
2025-07-10 00:22:19 -05:00
JeffR
b9d9c52786
Flips the datablock order exec to always guarantee particle data is loaded ahead of emitter data when making a new module
2025-07-07 16:18:01 -05:00
marauder2k7
c6ec2fd6a1
Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor
2025-06-19 13:36:49 +01:00
marauder2k7
26e18cdfe8
feedback from az
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scripts changed to reflect a better standard of loading offscreencanvas on client and not on the server
2025-06-18 21:17:13 +01:00
marauder2k7
6f9c4158d8
gui offscreen material test
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added interaction static guioffscreencanvas to capture mouse events
added test shape
2025-06-18 17:05:35 +01:00
marauder2k7
a276ad2505
Update cursors.tscript
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missed UI cursors
2025-06-18 09:29:12 +01:00
marauder2k7
51b1e3b07e
update cursors
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GuiCursor needs to be changed to use bitmapAsset
guiTypes.GuiCursor safety around rendering getBitmap()
2025-06-18 09:27:47 +01:00
JeffR
d35a305149
Fixes issue of not being able to create GameModes or blank MaterialAssets from the Asset Browser
2025-06-17 19:08:45 -05:00
JeffR
a3620c6e51
Fixes missing parentheses that is causing the script to not compile
2025-06-16 18:23:12 -05:00
Brian Roberts
0aaddcddb4
Merge pull request #1500 from marauder2k9-torque/MissionArea-RemoveTerrainDependency
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remove terrain dependency from mission area
2025-06-16 16:36:24 -05:00
marauder2k7
fc9f221ac0
Prepend symbol for image files
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Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7
50f74368b3
various fixes around preview assets and imageassets text field
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Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
JeffR
8b7629d679
We don't want to be generating autosaves of the default and template levels as that can just cause weirdness.
2025-06-15 10:50:32 -05:00
marauder2k7
0a1e3f74ed
remove terrain dependency from mission area
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Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
2025-06-15 12:41:47 +01:00
AzaezelX
14c8ea28c8
offload spawnControlObject on controllable death to gameplay modules
2025-06-09 17:13:57 -05:00
JeffR
970394c42d
Corrects handling for creating new folders via asset/AB workflow
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Also fixes issue where Make Selected a Mesh action wasn't working properly because it lacked a ShapeAsset createNew method
2025-06-03 15:13:33 -05:00
JeffR
0e6c33f78a
Fixed gui editor drag and drop behavior for image, shape, and sound
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Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR
8ed3bab44c
Re-added prefix handling for named texture lookups for image asset fields
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Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
JeffR
0fa8b97f91
Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
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Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
Brian Roberts
a43458677a
Merge pull request #1481 from Areloch/MiscFixes_20250525
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Misc Fixes and improvements including updated autosave handling
2025-05-27 08:03:08 -05:00
marauder2k7
d21bd8dab4
Update materialEditor.ed.tscript
2025-05-27 09:04:33 +01:00
JeffR
d227e2e056
renames Camera_image asset to comply to caps formatting to fix assert on case-sensitive platforms.
2025-05-25 15:30:13 -05:00
JeffR
bb7ee38bf4
- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
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- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
Brian Roberts
95c496f872
Merge pull request #1468 from marauder2k9-torque/CompileAll
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Restore compileAll functionality
2025-05-18 10:05:13 -05:00
marauder2k7
183d8e904f
Update core.tscript
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returns the ability to compile all scripts and gui files
2025-05-18 16:03:48 +01:00
Brian Roberts
2a9aa3a9d5
Merge pull request #1461 from Azaezel/alpha41/CreateCompositeCleanups
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cleanup strays
2025-05-18 08:29:05 -05:00
AzaezelX
26d0e427de
shift prototyping UI into tools proper
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was prototyped in the prototyping module. now properly resides in tools
2025-05-17 16:25:07 -05:00
AzaezelX
37f28dfbd7
cleanup strays
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handle clearing composite input textures
we no longer have a material value labeled emissive.
2025-05-16 10:54:00 -05:00
JeffR
311878829c
Fixes the layout of the Torque SimView window so the layout is correct and also adds in the search functionality that had been removed accidentally
2025-05-15 20:22:11 -05:00
JeffR
65c290a770
Simplified the code to the important part as we do the position math previously.
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Also added the stub for the onGUIEditorDropped
2025-05-15 12:50:21 -05:00
JeffR
c6213f0d12
Fixes the handling of creator entries in the asset browser
2025-05-15 11:14:53 -05:00
AzaezelX
9b2ccb8bd5
fix controller autoasignment script
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the navmesh editor will try and bolt on an aicontroller initially referencing a datablock.aiControllerData for any given thing clicked on.
make sure if you saved a file with one still referenced, it wont try to use the old one
2025-05-14 10:17:55 -05:00
Brian Roberts
c0d87cd3f1
Merge pull request #1454 from marauder2k9-torque/FixCompile-imageAsset
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Fix after merge of image_asset
2025-05-12 19:27:30 -05:00
marauder2k7
f86497434e
is named target
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clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
marauder2k7
18b1b6d1d0
Update image.tscript
2025-05-12 21:51:16 +01:00
AzaezelX
e13abbcf00
kill stray merge leftover
2025-05-12 15:51:15 -05:00
marauder2k7
e1c01cd49a
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-05-12 14:45:41 +01:00
AzaezelX
4ba93dafc3
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-05-03 15:25:36 -05:00
Brian Roberts
798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
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Updates most of the handling of asset types to follow a more standardized type-registration system.
2025-04-29 13:19:50 -05:00
AzaezelX
618ddbc9ba
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
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# Conflicts:
# Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
AzaezelX
c6f19e5cae
fix nav editor stop comand
2025-04-28 12:49:48 -05:00
AzaezelX
be35c27411
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/DamageModel
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# Conflicts:
# Engine/source/T3D/vehicles/vehicle.cpp
2025-04-28 10:53:53 -05:00
Brian Roberts
2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
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add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX
2ae10c7ce1
add reload status to onNewDataBlock callback
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and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
AzaezelX
b643aa41a2
take flight floor and ceiling into account for yaw too
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ditch roll compensation as it was causing more problems than it was solving
2025-04-26 21:04:06 -05:00
AzaezelX
8fa132707d
fix stop button
2025-04-26 10:37:42 -05:00
AzaezelX
20976b485c
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-04-26 10:11:13 -05:00
JeffR
7b7de1f10f
Adjusts the handling of the disconnect call to not utilize package overrides, but instead a callOnModules invoke like most other cross-module calls.
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This allows the editor to issue a disconnect call properly again.
2025-04-22 18:20:12 -05:00
AzaezelX
6200a6f1fb
add a calibrateable mHeightTolerance
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for players this defaults to 0.001, for wheeledvehicles, 2.0, and for flyingvehicles, 200
fix naveditor cript not looking up the object.datablock.aicontrollerdata
fix AIWheeledVehicleControllerData not binding the relevant ::resolvespeed
also the relevant ::resolvespeed now lowers the throttle post-turning
add AIFlyingVehicleControllerData
2025-04-21 14:58:11 -05:00
AzaezelX
32d95d3b8b
put AIPlayer support back, and it as the default class to spawn
2025-04-20 15:29:26 -05:00
AzaezelX
1fad2c7372
AIWheeledVehicleControllerData wipwork
2025-04-17 20:01:36 -05:00
AzaezelX
d0b0070ec7
set navmesh test tool bots to damage enabled and navmeshignore
2025-04-17 18:15:41 -05:00
AzaezelX
4fb92f02a3
completed list of roughly ported over scripthooks.
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todo: need to figure out why followobject is only hitting the first path node. likely amixup with goal handling
2025-04-17 01:27:08 -05:00
AzaezelX
5b2c0c7703
add a controlmap entry
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for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
AzaezelX
860ac41181
handle enabled->disabled->destroyed filters properly
2025-04-10 13:08:43 -05:00
AzaezelX
9007aa9532
basic vehicle eject onDestroyed code
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leverages Parent to also call the rest of the deletions
also fix setdamagedirection for players driving vehicles instead of either on thier own
2025-04-08 19:50:47 -05:00
AzaezelX
5cf54580e6
Generic Damagemodel
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included in root/data/ as a module so theres a generic folks can riff off of
additionally, includes a physcs based damage option inspector exposed augment for velicity based collisions, as well as utilities for applying damage to the object a given thing is mounted to
further. also fixes a lack of vehicles being able to use thier mvTriggerCount4 and 5 for the additional 2 mountpoints allowed
2025-04-06 16:09:14 -05:00
AzaezelX
8ef5760b5d
fix make a mesh sometimes shifting position in level
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leverage the fact that when we create the backup prefab, that compresses down to one selected object
from there we can get it's position and use that for the bake location
2025-04-05 16:38:27 -05:00
marauder2k7
7c4d41ee21
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-04-05 15:59:02 +01:00
AzaezelX
3b2651c0ab
typofix for bad %client.spawnDataBlock filtering
2025-04-02 17:40:37 -05:00
AzaezelX
8ac9da0e9f
fix spawn failure reports
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also force the fallbacks on failures
2025-04-01 20:48:50 -05:00
JeffR
0bf38aacf3
Made the Asset Properties inspector ctrl be a regular GuiInspector control
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Standardized the image asset action menu and editing callbacks while leaving it open for modification/expansion later as needed
2025-04-01 02:10:13 -05:00
JeffR
5566f8a396
Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types
2025-03-30 16:36:15 -05:00
JeffR
c2af4e578b
Merge branch 'Standardized_AB_AssetManagement' of https://github.com/Areloch/Torque3D into development
2025-03-30 15:03:43 -05:00
marauder2k7
435462c738
fix the other previewss
2025-03-28 13:00:25 +00:00
marauder2k7
9cf17ae9a0
Update assetBrowser.tscript
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remove spam from debug echos
2025-03-28 12:41:42 +00:00
marauder2k7
bfe2401ebb
get image metadata
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adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
2025-03-28 11:14:21 +00:00
marauder2k7
4d14610753
Update materialEditor.ed.tscript
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cleanup materialEditor script
2025-03-27 09:22:22 +00:00
marauder2k7
fad397d914
always cleanup -_-
2025-03-27 09:11:40 +00:00
AzaezelX
9f11f132d3
fix wetness
2025-03-26 06:22:01 -05:00
marauder2k7
e1a2a6d9f9
fix material editor
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material editor now handles named targets propertly when loading
also update preview image in material editor
2025-03-26 10:55:54 +00:00
marauder2k7
16d219769f
set preview image
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set the image asset preview image for namedTargets
2025-03-26 10:12:14 +00:00
marauder2k7
bab7878ca6
give named target a fallback
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we need to give named target a fallback image so references are kept when a named target is not ready.
2025-03-26 09:12:06 +00:00
marauder2k7
9ff4c84bc8
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-03-25 21:02:57 +00:00
AzaezelX
5666373447
unmangle brdfTexture. again.
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also correct roughnessToMipLevel, specular tinting and missing horizon correction
2025-03-24 18:18:12 -05:00
marauder2k7
0da0903599
Merge branch 'development' into imageAsset_refactor_rev3
2025-03-24 20:07:06 +00:00
AzaezelX
9d7fdab193
correct further flaws with albedo handling
2025-03-23 20:53:32 -05:00
AzaezelX
61dbbf7102
clean up brdf
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it was loading in the wrong colorspace, and there as a mix of texture/textureLOD refs leading to inconsistencies
2025-03-22 13:38:09 -05:00
AzaezelX
42710ec6f0
specular review
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cleanup of various calcs
2025-03-22 10:00:45 -05:00
Brian Roberts
80b16185ef
Merge pull request #1404 from Azaezel/alpha41/albedoOops
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proper correction for missing direct light suface coloration
2025-03-02 00:29:26 -06:00
AzaezelX
6381065eea
proper correction for missing direct light suface coloration
2025-03-02 00:29:04 -06:00
Brian Roberts
e8028b93a7
Merge pull request #1403 from Azaezel/alpha41/spawnSphereShaping
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ObjectBuilderGui::buildSpawnSphere
2025-03-01 18:41:08 -06:00
AzaezelX
0562e2fea6
ObjectBuilderGui::buildSpawnSphere
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adds a build callback for the add menu->markers->spawnsphere, using the general case presentation
2025-03-01 18:40:49 -06:00
AzaezelX
5f1eec0e00
expand playgui callbacks to also allow game modes to inject element layers
2025-02-27 14:41:21 -06:00
AzaezelX
41133624e3
reduce redundant calcs for the dampen method.
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remove overemphasized normal infleunce on groundcover foliage
2025-02-25 15:46:41 -06:00
AzaezelX
34bc015d3e
correct high metallic objects lacking color input
2025-02-25 02:45:53 -06:00
Brian Roberts
7bb8587db5
Merge pull request #1388 from Azaezel/alpha41/erosionBrushes
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additional terrain brushes
2025-02-20 12:08:22 -06:00
AzaezelX
1ac6ad0887
icons
2025-02-18 20:41:26 -06:00
AzaezelX
25ea164a1f
add a pasteUp and pasteDown pallet
2025-02-17 23:42:19 -06:00
Brian Roberts
2bacfca540
Merge pull request #1387 from Azaezel/alpha41/buttonPalletBump
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fix buttonpallet extents misalignment
2025-02-17 23:27:43 -06:00
AzaezelX
7b42080b9e
fix buttonpallet extents misalignment
2025-02-17 23:27:23 -06:00
AzaezelX
561c201b88
copy paste support for terrains
2025-02-17 22:10:56 -06:00
AzaezelX
2eb2cbc302
add erosion brushes
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todo: sort why noise... isn't.
2025-02-17 05:48:15 -06:00
Brian Roberts
bb1cd32838
Merge pull request #1386 from Azaezel/alpha41/oninspectDBFilter
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add a datablock namespace hook for onInspect
2025-02-15 20:26:55 -06:00
AzaezelX
818d76d481
add a datablock namespace hook for onInspect
2025-02-15 17:38:11 -06:00
AzaezelX
516df48354
adds a built in detail map generator
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splitTerrainMaps("data/some/file"); or makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
2025-02-06 14:46:05 -06:00
Brian Roberts
b47ffb2f28
Merge pull request #1379 from Areloch/VariousSubSceneFixes
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Various Subscene Fixes
2025-02-06 12:16:49 -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.
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* 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
AzaezelX
cf92b29898
take ao into account for the brdf diffuse component
2025-02-03 11:51:53 -06:00
Brian Roberts
f71f4e051f
Merge pull request #1375 from Azaezel/alpha41/conoleCleanups
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Don't report keybinds unless asked
2025-01-30 17:31:15 -06:00
AzaezelX
3797038664
Don't report keybinds unless asked
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Do report where you're saving prefs
2025-01-30 17:29:31 -06:00
Brian Roberts
cb63b382ff
Merge pull request #1373 from Azaezel/alpha41/matEDmangle
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fix material editor becoming nonresponsive when specifically dragging…
2025-01-29 00:16:31 -06:00
AzaezelX
5a0b9a5120
fix material editor becoming nonresponsive when specifically dragging and dropping a texture
2025-01-29 00:16:03 -06:00
Brian Roberts
cd2213de36
Merge pull request #1371 from Azaezel/afxZodiacFindings
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Afx zodiac findings
2025-01-27 18:57:28 -06:00
Brian Roberts
fdbac265b7
Merge pull request #1363 from marauder2k9-torque/ColorPicker-refactor
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Color picker refactor rev2
2025-01-27 11:31:17 -06:00
marauder2k7
c4a6159faa
Update core.tscript
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change the execution order so sfx is initialized right after rendering
2025-01-26 21:04:52 +00:00
marauder2k7
f519cff6ff
gui types using image_asset
2025-01-23 22:12:57 +00:00
marauder2k7
fa8110ce8f
all DECLARE_IMAGEASSET refactored
2025-01-23 22:12:55 +00:00
marauder2k7
7ffb27dab3
Update colorPicker.ed.gui
2025-01-23 19:24:11 +00:00
marauder2k7
d06a28041d
Update colorPicker.ed.gui
2025-01-23 19:22:50 +00:00
marauder2k7
704e304eef
display correct values
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Few fixes to display float values if the inspector field asks for floats
Split Hsb out from colorI now linearColorF can return HSB from its own color without having to go through the colorI conversion, hopefully gets rid of rounding errors etc since we are only doing the calc once.
2025-01-23 19:06:35 +00:00
AzaezelX
967fa62ddd
shaders/common/ no longer exists
2025-01-23 11:19:27 -06:00
AzaezelX
fa1380acc5
add missing shaderData defines. don't ask if something exists before creating it
2025-01-23 11:18:52 -06:00
marauder2k7
48ca98ca84
color palette saving
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for now saves palette colours as their hex value. This will miss out on the alpha value.
2025-01-23 14:46:05 +00:00
marauder2k7
46192c3709
Eye dropper functionality
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Adds eye dropper functionality
adds eye dropper button image supplied by jeff
adds a few missing asset files (due to in asset browser scan and add all loose files)
2025-01-23 10:18:18 +00:00
marauder2k7
d5d7f9b91b
missed glsl shader changes
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missed a few glsl shader changes
fixed gradient to look correct with selected underlay colour
2025-01-22 21:32:07 +00:00
marauder2k7
5ca1c37fe9
more fixes for hsb conversion and gui updated
2025-01-22 19:14:40 +00:00
marauder2k7
29a9bd7917
ground work before gui
2025-01-22 17:21:46 +00:00
GATTOUMIDE
88b5bf9245
Fixes camera speed slider and minor gui adjustments
2025-01-22 00:04:01 -03:00
AzaezelX
52dbef6f5f
correct misbehaving ibl
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got turned around on which pass returned the surface.basecolor when ign orelighting was on.
refine dampen method o stop fighting grass
2025-01-20 19:45:22 -06:00
Brian Roberts
a0d1eda965
Merge pull request #1358 from Azaezel/alpha41/saveAsSignature
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fix level saveas
2025-01-18 22:04:36 -06:00
AzaezelX
aea3879698
fix level saveas
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.getCount() != .count()
2025-01-18 22:02:56 -06:00
Brian Roberts
6b1a811689
Merge pull request #1355 from Azaezel/alpha41/roughTime
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roughness was ramping up mip levels too slowly
2025-01-09 10:50:01 -06:00
AzaezelX
439438cd1f
roughness was ramping up mip levels too slowly
2025-01-09 10:24:52 -06:00
AzaezelX
87024fe53a
fix overdark default sun ambient setting
2025-01-08 18:18:07 -06:00
AzaezelX
59d6ec1a0f
adjust spherical probe attenuation curve to steepen with to assist with blending
2025-01-08 11:13:04 -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
JeffR
8d63e3008e
Adjusts final call invoke of when we spawn to after we have both the spawnObject type as well as a spawn position
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Also adds a check so if we have spawned as just a camera, it scopes down to the client correctly
Correctly has the shortcut calls activate for the spawn override callbacks if no modules or gamemodes are able to respond to them
2025-01-07 07:14:48 -06:00
Brian Roberts
8274bbbca4
Merge pull request #1342 from Areloch/SpawnObjectOverrideOverhaul
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SpawnObject Override Overhaul
2025-01-03 09:44:37 -06:00
JeffR
46f6f6a9da
Added field to ModuleDefinition for priority, which can be used to process/sort them in priority order
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Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group
Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys
Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another
Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
2025-01-03 00:37:25 -06:00
AzaezelX
6113373efc
fix several missing palletbars
2024-12-29 15:59:08 -06:00
Brian Roberts
783f2a03b4
Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix
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fix probe capturepoint nudge utility
2024-12-23 03:12:07 -06:00
JeffR
c5ae9af0ae
Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.
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By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);
callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);
callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);
This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
2024-12-21 02:11:35 -06:00
AzaezelX
9eb87b9555
fix probe capturepoint nudge utility
2024-12-16 12:01:53 -06:00