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
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
marauder2k7
1949ff9d7b
projectile
2025-06-19 16:29:59 +01:00
AzaezelX
f0c0f3c42c
projectile augs
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use impactforce to applyimpulse for stock physics too
add an optional explodeOnTmeout
for nonballistic projectiles, track if they hit something before their armingdelay is up, and delete them next simulation cycle
2025-04-16 13:08:39 -05:00
AzaezelX
f633ef3a3d
fill in the validated variables
2025-03-09 11:53:23 -05:00
AzaezelX
c4ae6258cc
sound safeties and future notes
2023-02-26 17:26:43 -06:00
AzaezelX
15f7f04bee
standardize soundasset preloading for datablocks
2023-02-19 05:19:51 -06:00
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
AzaezelX
ace18d0246
layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent
2023-01-24 19:30:09 -06:00
AzaezelX
f07c8745b2
inspector cleanups
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clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
2023-01-24 17:12:23 -06:00
AzaezelX
33210c4a1e
minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated
2021-10-14 15:05:49 -05:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
marauder2k7
76addc52eb
Checks for emptyString in preload
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Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
AzaezelX
ef652ad8b9
clean out of the manual getSFXProfile() methods
2021-09-26 20:07:49 -05:00
AzaezelX
b83babe175
Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements
2021-09-26 03:07:23 -05:00
Robert MacGregor
55063601e6
* [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles.
2021-09-23 22:58:25 -04:00
marauder2k7
704eb27600
More Implements
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-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
Areloch
0dddeeb6dd
Corrects preload logic for projectiles to only fail if shape is specified, but failed to load
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Corrects logic in Project Importer for if cubemapData is defined in material scripts, it can process them correctly.
2021-08-09 18:55:05 -05:00
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
Azaezel
654fc29dc2
bounds to mBounds conflict avoidance
2018-03-13 01:05:15 -05:00
Marc Chapman
c32c9557ab
enhanced-projectile
2017-07-27 01:27:13 +01:00
Marc Chapman
f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
2017-07-26 21:10:43 +01:00
Marc Chapman
0b84fccdd2
substitutions -- Implementation of special substitution statements on datablock fields.
2017-07-26 20:18:27 +01:00
Azaezel
fbfd3ed8ed
clang: constructor initialization order
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while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
Daniel Buckmaster
2fbf6bdb9d
Removed a space.
2015-04-27 21:30:09 +10:00
Azaezel
9e935c417b
rotAroundNormal mangling outcome -reverted
2014-11-29 15:48:49 -06:00
Daniel Buckmaster
feec36731e
Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
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Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
LuisAntonRebollo
18ba0646c0
Increased stability Torqu3D: unit-tests running without a crash. See the console.log after ran unitTest_runTests( "", true ). @signmotion
2014-05-25 16:50:19 +02:00
Thomas Fischer
cd978039ac
Merge pull request #635 from just-bank/engine-fixes
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Various engine fixes
2014-05-23 14:09:00 +02:00
Azaezel
a33e500b8d
alters projectile decal application so that it picks a random rotAroundNormal when adding it to a scene. (keeps em from always pointing north or up)
2014-05-12 16:37:25 -05:00
bank
a7756b5591
Renamed local variable so it doesn't interfere with the provided argument.
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String errorStr should be filled in only when ::preload returns false.
2014-05-06 15:35:52 +04:00
DavidWyand-GG
ba81917392
Fix for ballistic projectiles not bouncing
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Ballistic projectiles are no longer bouncing when they collide, assuming
they have the correct properties set. These changes move the point that
a projectile's velocity is zeroed during a collision to fix this.
2013-11-15 18:35:39 -05:00
Lukas Joergensen
eacbb47681
Removed indentation fixes.
2013-05-15 21:24:57 +02:00
Lukas Joergensen
9bdeabf22c
Now projectiles wont explode before they have been armed. Results in projectiles being able to collide with several objects before exploding.
2013-05-15 21:13:52 +02:00
thecelloman
b4ea1123dc
Remove Interior Object format (DIF)
2013-04-05 12:39:26 -04:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00