Commit graph

3481 commits

Author SHA1 Message Date
AzaezelX 64a87ceba8 trim assetEnumNameConcat to 2 values, set INITPERSISTFIELD_SOUNDASSET_ENUMED to exclude maxValue 2021-09-30 13:46:03 -05:00
AzaezelX 0c6ca6c701 conflict resolution 2021-09-29 12:38:47 -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
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
marauder2k7 3d7f092c52 Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/fx/lightning.cpp
2021-09-29 06:31:56 +01:00
AzaezelX 2630b4ada6 corrected and simplified the is<foo>Valid method macro injections 2021-09-28 18:50:35 -05:00
AzaezelX 776741770d boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws 2021-09-28 18:16:14 -05:00
marauder2k7 6bec47d3fa -SoundAsset added init for enum types.
-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
AzaezelX 96891e5673 early out if any asset feed route results in explicitly being told to use an emptystring 2021-09-28 17:33:36 -05:00
marauder2k7 76addc52eb Checks for emptyString in preload
Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
marauder2k7 4429de59b0 okay so addArray isn't even required. 2021-09-28 14:08:27 +01:00
marauder2k7 8a1d3f2021 Working thunder. These changes may need to be applied to other sound arrays or image arrays. 2021-09-28 13:56:35 +01:00
AzaezelX ad0c141189 use _set<assetname> for all network recipts of shapes, sounds, images and materials to ensure we at least try and fill that out whichever way is ghosted to us 2021-09-27 21:12:27 -05:00
AzaezelX 44b81ace69 don't check a profile if we don't have a sound asset 2021-09-27 20:04:58 -05:00
AzaezelX ef652ad8b9 clean out of the manual getSFXProfile() methods 2021-09-26 20:07:49 -05:00
AzaezelX dba0899887 soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
lightning provides a conversion sample (attempt. it's still yelling)
2021-09-26 17:30:13 -05:00
AzaezelX 2181ce08c3 lightning ref fixes 2021-09-26 03:12:14 -05:00
AzaezelX b83babe175 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements 2021-09-26 03:07:23 -05:00
Jeff Hutchinson 9c243bc5e2
Merge pull request #596 from OTHGMars/menuControl
GuiGameListMenuCtrl Update
2021-09-25 20:42:10 -04:00
Brian Roberts 97ddb97410
Merge pull request #594 from JeffProgrammer/executef-fixes
Fix specific usage of Con::executef where it was not being assigned t…
2021-09-25 18:13:27 -05:00
OTHGMars 666065ce6c GuiGameListMenuCtrl Update
Methods to simplify managing localized option lists.
Adds a text key to each option in an option row.
Adds methods for getting the current selections index or key value.
Adds methods for setting the current selection by index or key value.
This change is backward compatible. If the new methods are not called, the control behavior is unaffected.
2021-09-25 02:48:30 -04:00
Jeff Hutchinson e35b5f5119
Merge pull request #591 from Ragora/bugfix-object-deletion-crash
* BugFix: Fix a crash that sometimes occurs when groups of of objects are deleted
2021-09-24 23:28:15 -04:00
Jeff Hutchinson 8aa1f2e881
Merge pull request #589 from Ragora/bugfix-linux-win-console
* BugFix: Corrections to allow the Linux win console to work
2021-09-24 23:27:37 -04:00
Jeff Hutchinson 755bbacaa0 Fix specific usage of Con::executef where it was not being assigned to a ConsoleValue before getting it's data out of it. 2021-09-24 19:32:57 -04:00
Robert MacGregor 12f4af51f5 * [Editor] BugFix: Fix a crash that sometimes occurs when groups of objects are deleted in the world editor. 2021-09-24 17:58:17 -04:00
Robert MacGregor 55063601e6 * [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles. 2021-09-23 22:58:25 -04:00
Robert MacGregor 4cfb3c4f04 * [Linux] BugFix: Corrections to allow the Linux win console (Ie. the terminal you ran the game from) to act as a console input. 2021-09-22 20:28:39 -04:00
Jeff Hutchinson 2d50f52cf1 Allow local variables to be used in eval. 2021-09-20 21:00:33 -04:00
AzaezelX c150afebaa particle cleanups
misc dupe code cleanup bits.
safeties for the varous flavors of void ParticleEmitter::setup
ideally we circle back to break some of that logic on out to shared steps
2021-09-20 13:50:47 -05:00
marauder2k7 57aceb60fb QOC
Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7 e9d0f68b55 Preload all soundAsset
-Fixed: Preloads need to preload all soundAssets not just the ones it was preloading before.
2021-09-20 17:05:11 +01:00
marauder2k7 30b57c0f95 More turns
-Flying Vehicle
-Proximinity Mine
2021-09-20 14:17:10 +01:00
marauder2k7 704eb27600 More Implements
-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
marauder2k7 1ea693fea6 SoundAsset Array
Few fixes to soundasset array to stop it complaining
2021-09-20 10:49:34 +01:00
marauder2k7 3ad6d47ca9 Update SoundAsset.h
-SoundAsset array setters getters and binds in place
2021-09-20 09:55:36 +01:00
marauder2k7 c92cfe3e81 SoundAssetImplements
-Explosion
-Lightning
-Splash

-Other sound asset implementations will require soundasset array if possible.
2021-09-20 09:37:31 +01:00
Areloch 9a809dfb6b Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0 2021-09-19 02:28:19 -05:00
Brian Roberts 2fe767f2cd
Merge pull request #578 from Azaezel/alpha40/dedicatedGFXnullouts
dedicated gfx device suppression
2021-09-19 01:57:22 -05:00
Brian Roberts c2d5df4c86
Merge pull request #583 from Ragora/bugfix-opengl-errors-during-load
* [OpenGL] BugFix: Correct shader errors being thrown during load
2021-09-19 01:57:04 -05:00
Brian Roberts c055276d21
Merge pull request #579 from Areloch/PrecipdataSoundConvert
Converts precipitationData to use sound asset macros
2021-09-19 01:56:43 -05:00
Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
2021-09-19 01:01:47 -05:00
Areloch 2a8f8c15f3 Shifted long-form check/fetch of sound asset's SFXProfile to a convenience function
Fixed formatting on projectImporter.tscript file
2021-09-18 02:46:15 -05:00
Robert MacGregor c8a5ccb191 * [OpenGL] BugFix: Correct shader errors being thrown during the load phase due to direct use of glUseProgram causing desync with GFXGLDevice. 2021-09-17 17:39:29 -04:00
Robert MacGregor f9b78597f7 * BugFix: Correct an error that causes the engine to crash when calling non-namespaced engine functions incorrectly. 2021-09-16 21:21:04 -04:00
Areloch 17d1253ba2 Converts precipitationData to use sound asset macros
Adds handling for soundProfile fields and lookups of sound assets by SFXProfile name in project importer
2021-09-15 00:41:23 -05:00
AzaezelX 98a4e7fb12 dedicated gfx device surpression
augments $Video::forceDisplayAdapter = -1; to force usage of GFXAdapterType::NullDevice
skips trying to open a splash window for dedicated servers
bypasses guicanvas window display if window does not exist
2021-09-14 17:49:27 -05:00
Jeff Hutchinson a7db690b59 Reimplement object copy failures. 2021-09-13 19:46:21 -04:00
Jeff Hutchinson a30f64506f
Merge pull request #570 from JeffProgrammer/remove_fmod
remove FMODex from Torque3D
2021-09-11 20:34:19 -04:00
Jeff Hutchinson 41bd5ef6b6 remove FMODex from Torque3D
The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00