Commit graph

112 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
Brian Roberts 2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
add a controlmap entry
2025-04-28 10:50:02 -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 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
AzaezelX 4f87ad4cf7 moar gaol tracking cleanups 2025-04-17 12:27:05 -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 2fe36a571b setaicontroller: use Ids
get rid of duplicated mMoveDestination
2025-04-15 18:01:18 -05:00
AzaezelX 201b7bf695 aiController.setMoveDestination test 2025-04-15 17:00:36 -05:00
AzaezelX 8c663a19a5 generalized ai subsystem wipwork 2025-04-15 15:12:27 -05:00
AzaezelX 5b2c0c7703 add a controlmap entry
for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
AzaezelX 2d974cebf5 add difFloatPi range validator
player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
2025-04-03 16:52:49 -05:00
AzaezelX f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
JeffR bf9f0ee6cd Adjusts the test behavior for when the player class tries to ray-check against PathShapes to nudge the player to a safer position. Originally it ONLY checked pathshapes, so a static over a pathshape could cause erroneous behavior. 2025-01-27 00:15:14 -06:00
AzaezelX 7b393b668b handle pathshapes comming in from above players more gracefully
if you're within a pathshape as it moves, put you on top
2025-01-15 20:35:02 -06:00
AzaezelX b5e1b32064 roll back player animation picking
old one worked better even if it made the compiler scream
2024-07-26 10:25:02 -05:00
AzaezelX 7ac714606f proper formulation 2024-06-11 16:08:07 -05:00
AzaezelX 61978fa4da pickanimation filter fix, with docs
sorts the order of operations flaws clang was complaining about, with explainations on why
2024-06-11 15:21:24 -05:00
Areloch af7b5cdb34 * Improved logic to better handle the callback kickoff for actionAnimations happening
* Also adds animation name to callback so you can work off which animation triggered it
2024-02-04 00:03:35 -06:00
AzaezelX e5a7c73bbe remove arbitrary impact sound spam
1) don't call them when onimpact threshold isn't crossed.
2) *definitely* don't call them with an arbirtary /3 threshold
2024-01-21 13:05:37 -06:00
AzaezelX aa02e48c8d add safeties for enum math across define boundaries 2023-04-26 22:27:35 -05:00
AzaezelX 1fb4f57f6e adress #96 2023-03-30 14:19:50 -05:00
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 1b33b01eb1 add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values 2023-01-28 16:12:05 -06:00
AzaezelX ace18d0246 layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent 2023-01-24 19:30:09 -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
AzaezelX 8821f62b0c misc fixes
utilize specialty case soundarray macros.
 slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
AzaezelX 77ef842670 particle emission safeties
both for player specifically, and emission in general
2022-07-27 16:26:58 -05:00
AzaezelX bba3b1a8d6 proper player head rot clamp 2022-06-01 10:30:45 -05:00
AzaezelX c3eb5e028b constrain player mRot.z reguardless of translation 2022-05-31 22:00:15 -05:00
AzaezelX f0d919e859 sound asset conversions - materials 2021-10-14 19:09:20 -05:00
AzaezelX 9217c62446 sound followups
debug spam removal
2021-10-14 15:04:52 -05:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX 19eb3c42f0 more enum work, now with somewhat clearer boundary names, and some debug spam for initpersistfields, and pack and unpack macros to help us try and trace why those are scrambling 2021-10-02 21:05:04 -05:00
AzaezelX d3693bef8d shifted playerdata down to the Long Lists block. fix player enum ref source side 2021-09-30 14:40:03 -05:00
marauder2k7 d700ea4878 Committing player separately.
shapeBase is its own beast and will require a very critical look over once its up.
2021-09-29 11:41:57 +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 3e131f5b8e Added changes missed via merge failures.
Removed some unused files/references that were causing errors, related to issues #502 & #512
2021-07-20 20:05:49 -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
Brian Roberts d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
Replace uses of dStrCmp with new String::compare
2020-10-03 17:01:12 -05:00
AzaezelX 33f17ea759 pathshape gravity suppression injection 2020-10-03 12:21:16 -05:00
Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
AzaezelX afb39d398f code review:
1) got rid of evey class having it's own gravity
2) rigidshape inheritance simplifications
3) gravitymod from physicszones taking buoyancy into account natively (we still track raw bouyancy to cancel it out for player)
4) disableMove used throughout
5) items can now also be influenced by the appliedforce from physicszones
2020-10-02 13:53:46 -05:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
AzaezelX fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
AzaezelX f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00