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
Brian Roberts
53cb313561
Merge pull request #1438 from Azaezel/alpha41/DamageModel
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Generic Damagemodel
2025-04-28 10:54:21 -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
Brian Roberts
06058cb6e2
Merge pull request #1448 from Azaezel/alpha41/dbReload
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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
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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
AzaezelX
b2021caa6d
skip sidestepping off a cliff raycast if we're not sidestepping
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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)
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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
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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
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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.
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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
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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)
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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
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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
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
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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*);
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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
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also, vehicle direct hooks
2025-04-18 11:36:27 -05:00
AzaezelX
78a26b0108
expose a getThrottle for vehicles. save some calcs in AIWheeledVehicleControllerData
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deletion cleanups
2025-04-18 11:00:13 -05:00
Brian Roberts
28c8690d72
Merge pull request #1444 from Azaezel/alpha41/projectilePoking
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projectile augs
2025-04-18 09:30:44 -05:00
AzaezelX
2d5e8c1560
make steerstate for AIWheeledVehicleControllerData's self contained
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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:
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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
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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.
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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
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