AzaezelX
f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
2023-01-27 01:13:15 -06:00
Areloch
00c27095f7
Establishes a common namespace for Module ScopeSet objects to make it easier to work with function calls out of module namespaces
2022-12-22 00:02:34 -06:00
AzaezelX
ac1cbe8198
set default (true) case for findModules
2022-10-30 14:10:36 -05:00
AzaezelX
ebcee97d5c
leverage the pre-existing vector<foo>.sort(&method) hooks for better self containment. also sort by dependency count, and above all else, skip sorting entirely if we've already populated mModulesLoaded since that already takes dependencies into account when generating the vector
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also defualt to using that one for the general findmodules case
2022-10-30 14:02:30 -05:00
AzaezelX
b168617034
correct the moduleDependencySort callback
2022-10-27 18:14:30 -05:00
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
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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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
OTHGMars
8148bdfcdd
ModuleManager and AssetManager updated for T3D mount system.
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Platform file calls replaced with Torque::FS calls when scanning for or loading files.
2021-01-11 05:03:00 -05:00
Areloch
e8564680e4
Better handling for finding modules by file path. Mainly used in asset importer
2020-12-02 23:57:17 -06:00
Lukas Joergensen
fe09d6e125
ModuleSystem: Lookup CInterface methods when calling module create func
2020-11-15 21:30:45 +01:00
Lukas Joergensen
a069496ad3
ModuleDefinition: Remove duplicate addProtectedField for ModuleId
2020-11-15 21:30:45 +01:00
Lukas Aldershaab
197a62f6ea
Convert dStrcmp to String::compare for more cases
2020-10-04 00:00:01 +02:00
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
466d03ffec
adds a moduleDependencySort qsort callback, and uses it in the findModule method to massage the return vector by depends order
2019-10-05 07:53:43 -05:00
Areloch
07b8619bf3
Changed findModule default version value to 1 to match default module version number
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Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
2019-08-28 00:56:24 -05:00
Areloch
02262b014a
Removed test lines
2019-08-07 01:28:34 -05:00
Areloch
3f2770bea4
Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them
2019-08-07 01:27:39 -05:00
Areloch
17cec11b97
Added refactor of Editor Settings window
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Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
b79030ebb4
Tweaks to the Asset/Module info echo behavior to spam the console less.
2019-02-23 14:20:57 -06:00
Lukas Joergensen
870ee9fb5b
Integrate new CInterface into the engine-console
2018-04-21 12:04:15 +02:00
Glenn Smith
79c34c68db
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
Areloch
ae5a43de70
Asset Browser initial implementation - Asset updates.
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Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Lukas Joergensen
86a0ba44d3
Cleanup of the elements exposed to the console
2017-12-10 19:02:20 +01:00
Areloch
950723eb51
Implements support of autoloaded assets.
2017-10-14 22:10:42 -05:00
Masquara
15f67015d3
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
Thomas "elfprince13" Dickerson
f0996f8c84
typo fix
2017-03-10 20:01:56 -05:00
Areloch
336020c102
Adds the ability for modules to flag if they override existing objects during their creation.
2017-03-02 00:18:24 -06:00
Duion
4b7eea5de0
Change back "enabled" values to lowercase
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I noticed in 3.9 when opening and re-saving my mission files that all values that had "enabled = 1" written in the datablock like the spawnSpheres were changed to "Enabled =1" instead.
This changes it back to produce lowercase output.
Don't know if this is the right way, but it works, it disturbed me a bit in my version control that every mission I touched was updated with hundreds of changes on "enabled" into "Enabled" while all other entries are lowercase.
2016-07-31 19:25:35 +02:00
Areloch
7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00