Commit graph

27 commits

Author SHA1 Message Date
AzaezelX
d9eea8e5be make gcc happy 2021-10-11 16:25:37 -05:00
AzaezelX
e468c2bf73 add a bit of further clarity to soundasset code injectors 2021-10-11 14:38:14 -05:00
AzaezelX
98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX
10f2453cee setget was causing active interference with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-02 23:24:46 -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
5c7069555a filter out array entries without enum strings 2021-09-30 16:00:37 -05:00
AzaezelX
64a87ceba8 trim assetEnumNameConcat to 2 values, set INITPERSISTFIELD_SOUNDASSET_ENUMED to exclude maxValue 2021-09-30 13:46:03 -05:00
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
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
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
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
AzaezelX
3d488bbbf0 macro cleanup 2021-09-09 13:29:31 -05:00
Areloch
cd1fd1ccf4 Merge branch 'SoundAssetInitRollin' of https://github.com/Areloch/Torque3D into Preview4_0 2021-09-04 01:38:22 -05:00
JeffR
56b0a0cb85 Initial hook-in of the sound asset's integration into sfxEmitter, as well as some fixups for editor/workflow usage. 2021-08-31 00:54:05 -05:00
AzaezelX
ee3ef531e2 ironically, overly paranoid checks were tripping warnings 2021-08-29 18:32:44 -05:00
AzaezelX
bdf6bd5c69 account for the possiblity of _set##name(StringTableEntry _in entries somehow getting punted nulls 2021-08-29 17:41:20 -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
Areloch
1942535923 Integrates sound and shapeAnimation assets into the importer
Added drag-n-drop spawn action for soundAssets
2020-08-24 20:24:50 -05:00
Areloch
79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00
Areloch
ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch
ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00