marauder2k7
6d36e17d91
added navmesh tester tool
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Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
AzaezelX
03c99f845b
fix crash with unclean exit
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for player, if we're unmounting because we're being deleted, don't bother animating
for tsthreads in general, not much point in removing the threadlist, then checking if it's scaled
2025-07-14 08:08:22 -05:00
AzaezelX
192f997f26
proper report formulation
2025-07-08 20:35:32 -05:00
AzaezelX
4eae51992e
shapes are optional for projectiles. not mandatory.
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and stop yelling in the console mid way through loading.
2025-07-07 16:49:56 -05:00
Brian Roberts
5dbcaf55c7
Merge pull request #1516 from Azaezel/alpha41/preLoad2
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sometimes you won't have debris
2025-07-06 22:50:10 -05:00
AzaezelX
0c3e0b1c05
sometimes you won't have debris
2025-07-06 22:49:52 -05:00
Brian Roberts
5c9e34a90c
Merge pull request #1515 from Azaezel/alpha41/preLoad
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try to load shapes during preload
2025-07-06 22:35:33 -05:00
AzaezelX
e8ccb3443a
try to load shapes during preload
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it's half the point of the protocol
2025-07-06 19:51:55 -05:00
AzaezelX
1b6a0a5f74
further filtering for updatePlayerAttachment
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*just* check pathshape/staticshape/terrain for determining if we are attaching/detaching from a pathshape
and don't bother if we're not enabled and not falling
2025-07-05 18:01:01 -05:00
AzaezelX
0f2e4b80e6
add grace hieght for pathshape snapping eval
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leverage minFaceDistance plus current hieght to try and ensure stepping down into a pathshape/tsstatic within the 0.1 ot -1.0 detection range range doesn't snap you through another one.
2025-07-03 16:57:00 -05:00
Brian Roberts
51b953a931
Merge pull request #1508 from Azaezel/alpha41/aikeybindFix
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expand setMoveTrigger to take true or false
2025-06-22 17:59:32 -05:00
AzaezelX
63e3632d00
expand setMoveTrigger to take true or false
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have aiplayer actually use it
give a copy to AIController
2025-06-22 16:04:13 -05:00
Brian Roberts
f1cf4147a8
Merge pull request #1506 from marauder2k9-torque/SoundAsset_Refactor
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Shape Asset Refactor and Image Asset fixes and tweaks
2025-06-21 21:09:28 -05:00
marauder2k7
ff442f5230
keep same naming
2025-06-20 17:13:20 +01:00
marauder2k7
fd7342668c
streamline shape asset
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shape asset now has the same import "@" as image asset
cut out extra filename parameters that arent needed
refresh hopefully fixed
2025-06-20 15:58:20 +01:00
AzaezelX
17187f4fc2
reduce tsstatic netload
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don't bother transmitting animation configs if we're either not animating, or unable to do so
2025-06-19 22:42:31 -05:00
marauder2k7
542563feaf
Update ShapeAsset.h
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fix linux and mac being pedantic about NULL = 0
2025-06-19 17:32:09 +01:00
marauder2k7
08f52cfa16
add extra checks
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add extra checks around an empty stringtableentry for assets and bitmap controls
2025-06-19 16:58:44 +01:00
marauder2k7
1949ff9d7b
projectile
2025-06-19 16:29:59 +01:00
marauder2k7
51f4255c14
explosion and guiobjectview
2025-06-19 16:27:16 +01:00
marauder2k7
2b973abdcf
physics shape and physics debris
2025-06-19 14:32:32 +01:00
marauder2k7
5d641929cf
player and ground cover
2025-06-19 14:10:00 +01:00
marauder2k7
c6ec2fd6a1
Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor
2025-06-19 13:36:49 +01:00
marauder2k7
ca1604170d
initial commit
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change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00
marauder2k7
45f1447d2b
Update ImageAsset.h
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add check for if _in matches the filename that is already set for image asset, this stops the set being called twice when loading the same image asset
2025-06-19 07:53:32 +01:00
marauder2k7
1918ecfdd6
feedback from az
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fixes for interaction from az
2025-06-18 20:44:37 +01:00
marauder2k7
b5cd9d0c73
Update guiCrossHairHud.cpp
2025-06-18 17:08:40 +01:00
marauder2k7
6f9c4158d8
gui offscreen material test
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added interaction static guioffscreencanvas to capture mouse events
added test shape
2025-06-18 17:05:35 +01:00
marauder2k7
794a8c900d
Update ImageAsset.cpp
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add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes
2025-06-17 16:49:07 +01:00
marauder2k7
48b512ef73
move population of image metadata to onAssetRefresh
2025-06-17 15:06:07 +01:00
marauder2k7
3d77b59b71
Update assetImporter.cpp
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refresh asset so image asset can write out its image metadata
2025-06-17 14:57:18 +01:00
marauder2k7
67f217ada1
Update assetImporter.cpp
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asset importing for images shouldnt execute a file copy, original file path is enough as it is relative to exe
2025-06-17 12:20:47 +01:00
marauder2k7
fc9f221ac0
Prepend symbol for image files
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Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7
50f74368b3
various fixes around preview assets and imageassets text field
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Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
marauder2k7
0a1e3f74ed
remove terrain dependency from mission area
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Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
2025-06-15 12:41:47 +01:00
JeffR
4be2f05bb1
Disables the behavior for building and exporting polyLists for SceneGroups as you can just do so on the individual items, and it can cause erroneous behavior like looping if triggered improperly.
2025-06-11 00:30:36 -05:00
AzaezelX
a3d2d13d39
remove stray methods.
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revisit loadedstate shortcutting of already loaded textures
2025-06-01 12:41:31 -05:00
JeffR
0e6c33f78a
Fixed gui editor drag and drop behavior for image, shape, and sound
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Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR
5397c168bc
Merge branch 'DirectImageFileOption' of https://github.com/Areloch/Torque3D into development
2025-05-30 00:08:29 -05:00
JeffR
41957cb98f
Compares path and filename, excludes png in case the user swapped a dds for a png or the like
2025-05-29 16:06:04 -05:00
JeffR
029427d51c
Fixes imageAsset lookup so if we're looking up a full filename path, we compare the actual full paths
2025-05-28 23:23:08 -05:00
JeffR
8ed3bab44c
Re-added prefix handling for named texture lookups for image asset fields
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Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
AzaezelX
8bd145d54f
use of get<some name> methods that already return nulls/false when attempting to load
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in contexts where we would want to try first (pt2)
2025-05-28 17:45:02 -05:00
JeffR
0fa8b97f91
Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
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Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
Brian Roberts
a43458677a
Merge pull request #1481 from Areloch/MiscFixes_20250525
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Misc Fixes and improvements including updated autosave handling
2025-05-27 08:03:08 -05:00
AzaezelX
ddac695252
unintialized variable cleanups
2025-05-26 14:20:22 -05:00
AzaezelX
9fe13d6a32
sfxEmitter destrctor safties
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be more paranoid
2025-05-25 21:56:56 -05:00
JeffR
bb7ee38bf4
- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
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- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
JeffR
cac068d2c5
Adds the necessary ifdef flags to re-enable the ability to build with tools disabled
2025-05-17 18:41:15 -05:00
marauder2k7
a9240b87f4
Update assetImporter.cpp
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image asset importer was doubling up on the filepath.
2025-05-16 08:14:25 +01:00