Sir-Skurpsalot
66a6c3dc87
Update player.cpp
2026-05-23 15:48:23 -06:00
Sir-Skurpsalot
40f22dc792
Update player.cpp
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Fixed validators for damage collision box fields to prevent console whinging
2026-05-23 14:18:03 -06:00
Brian Roberts
3661499b33
Merge pull request #1747 from Azaezel/alpha41/reverseLoop
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properly handle looping shapes moving backwards
2026-05-20 18:38:46 -05:00
AzaezelX
5994aae4f2
properly handle looping shapes moving backwards
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cameras too
2026-05-18 18:28:29 -05:00
Brian Roberts
1a3b97ffd1
Merge pull request #1745 from Areloch/PathShapeDataCRCFix
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Proper constructor for PathShapeData
2026-05-18 15:38:40 -05:00
JeffR
0c75b7ece5
Has the PathShapeData constructor proper initialize the mUseEase var which prevents the datablock CRC cache from failing to match.
2026-05-18 00:24:54 -05:00
Brian Roberts
275bf3cd94
Merge pull request #1738 from Areloch/FixEditorCameraModeHandling
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Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently,
2026-05-16 11:10:35 -05:00
Brian Roberts
0fc551b537
Merge pull request #1741 from Azaezel/damagemodelFilefix
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put damagemodel script files in the same pool as resources
2026-05-16 00:03:19 -05:00
AzaezelX
c4cca3ed1f
put damagemodel script files in the same pool as resources
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initServer callback is run the once
onCreateGameServer callback is run every mission load
for queueexec("filename",true); to work, that has to be from the same callback pool being executed.
given resources use the initServer, pool, shifted the damagemodel baseline there as well.
may want to revisit this one as time allows for quicker prototyping turnaround
2026-05-16 00:02:24 -05:00
Brian Roberts
26ff1b8dfe
Merge pull request #1740 from Azaezel/damagemodelTypofix
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cleanps for generalized PlayerData::damage with quick docs line for c…
2026-05-15 21:53:13 -05:00
AzaezelX
0e33b2c1d0
cleanps for generalized PlayerData::damage with quick docs line for clarity in the future
2026-05-15 21:51:57 -05:00
JeffR
dc65e80c34
Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently, allow for initializing the camera into another mode(like 3rd person), and properly toggling back and forth between the standard cam and whatever the other last camera mode was.
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Also adds callbacks so gamemodes/modules can provide custom camera modes.
This gives more control and integration of specialty camera types so it doesn't have to fight the editor's handling of camera modes/toggles.
2026-05-14 15:39:47 -05:00
Brian Roberts
30ce3de8f0
Merge pull request #1737 from Azaezel/alpha41/damageModel-fix_followup
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Alpha41/damage model fix followup
2026-05-13 12:09:27 -05:00
Brian Roberts
bcce7e7c09
Merge pull request #1735 from Sir-Skurpsalot/damageModel-fix
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Damage model fix
2026-05-13 12:08:48 -05:00
Sir-Skurpsalot
8c541f4c48
Merge branch 'development' into alpha41/damageModel-fix_followup
2026-05-13 10:56:55 -06:00
AzaezelX
a54695cfcc
filter directional damage display by %obj.healthFromMount
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also shift other contents from DamageModel::onCreateGameServer to DamageModel::initServer for consistency
2026-05-13 11:48:36 -05:00
Sir-Skurpsalot
093299bd83
Update player.tscript
2026-05-12 23:36:33 -06:00
Sir-Skurpsalot
a4760e33a1
Update DamageModel.tscript
2026-05-12 23:33:55 -06:00
Sir-Skurpsalot
a033692ea0
Merge branch 'TorqueGameEngines:development' into development
2026-05-12 23:22:55 -06:00
Sir-Skurpsalot
dd438557d5
Update player.tscript
2026-05-12 23:22:30 -06:00
Sir-Skurpsalot
11fd008515
Update DamageModel.tscript
2026-05-12 23:20:43 -06:00
Brian Roberts
0c51bbece6
Merge pull request #1734 from Sir-Skurpsalot/player_fixes_and_tweaks_cleaned
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Player fixes and tweaks (#1715 cleaned)
2026-05-11 17:55:07 -05:00
Sir-Skurpsalot
c6d35cc461
Update player.h
2026-05-11 16:24:09 -06:00
Sir-Skurpsalot
eab6f07d78
Update player.cpp
2026-05-11 16:22:53 -06:00
Brian Roberts
54b6c3ec47
Merge pull request #1722 from Azaezel/alpha41/stopSpamming2nd
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followup to #1497
2026-05-11 16:17:00 -05:00
Brian Roberts
5bfaaeb5d6
Merge pull request #1723 from Azaezel/alpha41/ribbonRemoval
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adress https://github.com/TorqueGameEngines/Torque3D/issues/97
2026-05-11 16:16:40 -05:00
Brian Roberts
631e25d0d4
Merge pull request #1729 from marauder2k9-torque/SFX-LoadingSounds-Fixes
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SFX System fixes for loading sounds and buffers
2026-05-11 16:16:10 -05:00
Brian Roberts
ebefc62955
Merge pull request #1725 from Areloch/AssetReimportFixes
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Various fixes for Asset Reimporting functionality
2026-05-11 16:15:54 -05:00
Brian Roberts
dbfd4d322c
Merge pull request #1728 from Azaezel/alpha41/easyNow
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adds a pathshape useEase value.-on by default.
2026-05-11 16:13:53 -05:00
Brian Roberts
58d6038016
Merge pull request #1732 from Sir-Skurpsalot/tsStatic_fix
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Update tsStatic.cpp
2026-05-11 16:13:28 -05:00
Brian Roberts
a416573d69
Merge pull request #1731 from marauder2k9-torque/RefBase-changes
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Update refBase.h
2026-05-11 16:13:04 -05:00
Brian Roberts
397f00c8aa
Merge pull request #1720 from Azaezel/alpha41/coOrbitalCrash
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fix F32 Camera::getDamageFlash() recursion
2026-05-11 16:12:45 -05:00
Sir-Skurpsalot
11bbbbec6e
Update tsStatic.cpp
2026-05-11 15:07:17 -06:00
marauder2k7
2dc27fcc56
Update refBase.h
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fixes the issue with strongweakptrs
uses atomic for the mrefcount making all base classes at least at the weakrefbase/strongrefbase level thread safe
2026-05-10 14:00:54 +01:00
marauder2k7
5c5894703c
SFX System fixes for loading sounds and buffers
2026-05-06 18:16:52 +01:00
AzaezelX
f66454e47d
adds a pathshape useEase value.-on by default.
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camerasplines in general previously assumed you would always want to ease in and out at the first and final node. even when looping. adds an mUsease to it, and to pathshapedata to optionally shut that off. (on by default to behave as legacy)
2026-05-03 22:50:52 -05:00
JeffR
b54865aa74
Fixes the re-import behavior in the Asset Browser to properly prompt the reimport window with the indicated asset in the AB
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Also fixes how the shapeConstructor is searched/parsed when doing reimports vs new import creations
Fixes incorrect assetId usage in some of the prototyping shape constructors so they match now
2026-05-02 11:35:20 -05:00
AzaezelX
c07f68a0a0
remove forceably shrinking the first and last pair of links. it doesn't fix the last quad emission issue, and it actively fights designer values
2026-04-26 15:57:42 -05:00
AzaezelX
0519d1069b
adress https://github.com/TorqueGameEngines/Torque3D/issues/97
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this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad.
we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be.
as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state)
for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.
2026-04-26 15:32:19 -05:00
AzaezelX
ccbdd42c28
followup to #1497
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similar https://github.com/TorqueGameEngines/Torque3D/pull/1497 ,
Con::executef( object, "onEditorRender", getIdString(), buf[0], buf[1] );
floods the console, making trace(true/false); unusable, so add a guard for that that shuts that off for that case.
2026-04-22 15:57:55 -05:00
Brian Roberts
8407fa360c
Merge pull request #1712 from marauder2k9-torque/ScriptBackend-Changes-and-Cleanup
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Scripting language changes, cleanup and documentation
2026-04-21 14:23:25 -05:00
Brian Roberts
3641727572
Merge pull request #1721 from Areloch/LevelLooseFilesFixes
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Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
2026-04-21 14:23:13 -05:00
JeffR
e12f8472cd
Removed unnecessary debug lines
2026-04-21 01:28:23 -05:00
JeffR
f6f06121ab
Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
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- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code
- Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist
- Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected
- Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently.
- Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest
2026-04-21 01:22:26 -05:00
AzaezelX
de709a5022
fix F32 Camera::getDamageFlash() recursion
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if for some reason a camera ends up orbiting itself or another camera, make sure we don't look to the camera orbiting the camera orbiting the....
2026-04-19 17:45:57 -05:00
Brian Roberts
85ffb307cd
Merge pull request #1719 from Azaezel/alpha41/settingSafety
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AssetImportConfig::loadImportConfig safety
2026-04-19 11:53:00 -05:00
AzaezelX
95afee6937
AssetImportConfig::loadImportConfig safety
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if no Settings* passed, report and skip trying to apply them to a nonexisent object
2026-04-19 11:52:44 -05:00
Brian Roberts
10cff00c23
Merge pull request #1713 from Azaezel/alpha41/PlayerExtendability
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Allow Player class derivatives to override NumTableActionAnims
2026-04-19 08:05:18 -05:00
Brian Roberts
fd1434bc16
Merge pull request #1716 from Azaezel/alpha41/controlCrunchCorrection
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correct element gui resizing drift
2026-04-19 08:05:04 -05:00
Brian Roberts
dcc3b4941d
Merge pull request #1717 from Areloch/MiscParticleEdFixes
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Implements misc fixes for the particle editor and particlesList inspector field
2026-04-19 08:04:49 -05:00