Commit graph

7545 commits

Author SHA1 Message Date
AzaezelX 618ddbc9ba Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
# 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
Brian Roberts 53cb313561
Merge pull request #1438 from Azaezel/alpha41/DamageModel
Generic Damagemodel
2025-04-28 10:54:21 -05:00
AzaezelX be35c27411 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/DamageModel
# 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
add a controlmap entry
2025-04-28 10:50:02 -05:00
Brian Roberts 06058cb6e2
Merge pull request #1448 from Azaezel/alpha41/dbReload
add reload status to onNewDataBlock callback
2025-04-28 10:49:24 -05:00
AzaezelX 7ed3f11c8e might as well go ahead and allow substitution statement support 2025-04-28 00:26:45 -05:00
AzaezelX 2ae10c7ce1 add reload status to onNewDataBlock callback
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
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
AzaezelX b2021caa6d skip sidestepping off a cliff raycast if we're not sidestepping
take current velocity into account for vehicles since some degree of momentum will be maintained
2025-04-25 20:36:22 -05:00
AzaezelX 675bdfe6b3 fix pack/unpack data for AIControllerData's (though we still send nothing, we do need to mark it clientside as false)
more pitchwork for flying vehicle drivers
when flocking is irrelevant just path to next node
2025-04-25 18:50:16 -05:00
Brian Roberts 2852b33cec
Merge pull request #1447 from Areloch/liveDBAssetEditReload
Adds handling for datablocks to be reloaded if the assets they utilize have their files directly edited.
2025-04-24 17:49:15 -05:00
JeffR 24db0305f6 Modified callback to ensure that when a shapeAsset changes, groundCovers properly re-initialize to reflect the change 2025-04-24 13:24:26 -05:00
JeffR f31acf774e Adds handling for datablocks to be reloaded if the assets they utilize have their files directly edited. 2025-04-24 00:58:20 -05:00
AzaezelX 6efb3843f6 scale flyingvehicle ai pitch by the amount yaw forces it to roll 2025-04-23 16:25:35 -05:00
AzaezelX c1d32a9fd6 more cleanups and standardizations 2025-04-23 00:05:57 -05:00
AzaezelX d8ea8803c3 simplify calcs by leveraging pre-existing matrix methods and dot product properties 2025-04-22 22:06:32 -05:00
Brian Roberts 0eafadb1a0
Merge pull request #1446 from Areloch/disconnectCallFix
Fix disconnect function call behavior
2025-04-22 18:23:30 -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.
This allows the editor to issue a disconnect call properly again.
2025-04-22 18:20:12 -05:00
AzaezelX 71b8046bb1 shift mode stop and stuck below modeslowing so we can just do basic math filtering
fix a few bits of eroneous sidestepping attempts by flying and wheeled vehicles.
more work on flyingvehicle resolvepitch and resolvespeed
2025-04-22 00:34:32 -05:00
AzaezelX 584093f48d aiInfo getPosition now optionally takes a doCastray bool (off by default)
AIFlyingVehicleControllerData add flightfloor and cieling
resolvepitch from (portions of) the old aiflyingvehicle resource
no reversing for flyingvehicles, so bottom out resolvespeed at 0
2025-04-21 19:13:31 -05:00
AzaezelX 6200a6f1fb add a calibrateable mHeightTolerance
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 fdb64b15a8 stop spamming the console with callack status 2025-04-20 21:41:04 -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 185acd23e0 stop controllobjects from fighting 2025-04-19 14:35:18 -05:00
AzaezelX b864908efd clean up a few stray bits 2025-04-19 07:10:18 -05:00
AzaezelX a609917cee put the flocking protocol ion the repath command itself with a high weight so it prioritizes avoidance vs straight following 2025-04-19 06:37:28 -05:00
AzaezelX 3210325f3f elevated mAicontroller to shapebase
aiwheeleedveiclecontrollerdata resolvespeed now only touches throttle
objects assigned aicontrollers now reflect that by thier objecttype
basic flocking
2025-04-19 04:25:36 -05:00
AzaezelX d36cf31707 more safeties. simplified reverse steering calc 2025-04-18 18:27:39 -05:00
AzaezelX 712404c9b4 hook up Vehicle's getAIMove(Move*);
list aiControllerData's in the datablock. though the command is still required to set the controler and look up the relevant db for game specific logic
2025-04-18 12:28:49 -05:00
AzaezelX 2d0bcbcf8d behavioural change: feeding an AInfo an object with a 0 radius causes the class to fill in radius from that objects bounds box
also, vehicle direct hooks
2025-04-18 11:36:27 -05:00
AzaezelX 78a26b0108 expose a getThrottle for vehicles. save some calcs in AIWheeledVehicleControllerData
deletion cleanups
2025-04-18 11:00:13 -05:00
Brian Roberts 28c8690d72
Merge pull request #1444 from Azaezel/alpha41/projectilePoking
projectile augs
2025-04-18 09:30:44 -05:00
AzaezelX 2d5e8c1560 make steerstate for AIWheeledVehicleControllerData's self contained
variable raylength for the rpath filter. same 0.001 for players to stop recalculating a path when jumping, but bump anything they're mounted to to a 2 unit check

bit of work towards parallel parking. or at least not ending up arcing back and forth infinitely in an arc
2025-04-17 23:31:30 -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 32f9917ed2 aicontroller:
in order to call derivatives of AIControllerData datablocks *without* requiring an accompanying AIController subclass as well, leverage the fastdelegate system for our resolver callbacks
additionally, don't try and repath in mid air
aigoal: initialize inange/infirinrange to false. use those to filter callbacks
2025-04-17 17:55:38 -05:00
AzaezelX f84bf058c9 navigation: setPathdestination now takes a replace bool to preserve the goal
also killed a few now extraneous  clearfollow calls
2025-04-17 17:51:31 -05:00
AzaezelX c72c3068f8 aiinfo subclass inheritance cleanups, and default constructor removals for safeties 2025-04-17 14:38:27 -05:00
AzaezelX 4f87ad4cf7 moar gaol tracking cleanups 2025-04-17 12:27:05 -05:00
AzaezelX 2956223a60 simplify setpathdestination loop 2025-04-17 11:39:06 -05:00
AzaezelX 83822f1148 fix eroneous defaults 2025-04-17 11:38:21 -05:00
AzaezelX 25b3a7c070 break wether we *should* be trying to move out of the resolver 2025-04-17 10:50:58 -05:00
AzaezelX eaa6a62b0c misc cleanups 2025-04-17 10:38:36 -05:00
AzaezelX a10169accf fix node following stopping early 2025-04-17 09:44:04 -05:00
AzaezelX 4fb92f02a3 completed list of roughly ported over scripthooks.
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 e37ae27bc0 fix aim safeties to actually be safe, add an explicit clearAim script command 2025-04-16 17:58:30 -05:00
AzaezelX 14a03dfc6c if you've stopped moving on purpose, you're not stuck 2025-04-16 17:40:53 -05:00