Commit graph

60 commits

Author SHA1 Message Date
AzaezelX b1f118898e add TypeHints for inspector viewing
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
2023-05-23 12:35:07 -05:00
bank 93cea86312
Fix buffer overflow in GuiTreeViewCtrl class.
When calculating test length (in method `GuiTreeViewCtrl::Item::getDisplayTextLength()`)
the code doesn't take into account the `ItemState::Marked`, which
adds additional char in `GuiTreeViewCtrl::Item::getDisplayText()` method.

This commit fixes warning printed into console when calling `dSprintf()`
as the buffer is now enough to fit all data.
2023-04-24 13:41:19 +03:00
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
Jeff Hutchinson 1940becb2d Compilation fixes for C++20 2022-11-28 21:39:06 -05:00
Areloch ded99cd8cb * Fixes handling for Image, Material and Shape Assets' inspector fields so they properly work with non-object targeted inspectors, such as the PostFXEditor
* Updated PostFXEditor scripts to handle refreshing properly when certainl field types(assetId fields) are changed
* Adjusted display handling of slider values on guiGameSettingsCtrl to show 0.x decimal format instead of 0.xxxxx
* Fixed pad length of item names in guiTreeView for items that are marked to avoid console spam
* Fixed local offseting for popupMenus so scaled/offset window position doesn't cause the popup menu to offset from mouse click position(courtesy OTHG_Mars)
* Fix issue with terrain where, due to default value save validation, the global scope for the terrain collision list would be whiped when saving, causing players to fall through terrain. Moved to per-terrain convexLists
* Fixed issue with the core camera model mesh and updated references so camera bookmarks display properly
* Fixed console spam during asset browser initialization where it would try and expand the directory tree even though the dir tree isn't populated yet
* Fixed handling of Open File Location RMB menu action to properly deal with script and datablock types
* Removed unusuable "Create ___" asset type prompts from the RMB menus for the AB to avoid confusion
* Improved slider offset positioning for various popup sliders on editor toolbars
* Anchored the visibility popup menu to the button for more consistent formatting and better feel
* Shifted various visibility toggles from 'in place' on the menu buttons to functions, allowing it to also properly mark the menu entries as checked or not, improving usability
2022-08-26 15:25:17 -05:00
AzaezelX 0dcd272b87 clean up more texture profile refs to kill spam 2021-10-31 14:38:02 -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 555c563b39 More updating of editor icons to assets
Fixed handling of convex shape editor's active and default materials
Fixed assignment of material for convex shapes via editor
Fixed material editor map assignment logic
Added utility function to detect possible duplicate files in project to ProjectImporter
Added conversion of legacy sky and water classes to importer
Fixed bufferLen issue with guiTreeViewCtrl
2021-08-07 19:27:01 -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 e428ecd6ab Fixes display of internal names on objects shown in guiTreeViewCtrl 2021-02-24 01:05:24 -06:00
Areloch 27cf3466c3 WIP of marking active scene in the scenetree 2020-12-03 00:31:23 -06:00
Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
Areloch ff4c2d59fc Utilizes old method to clean up tree items in GuiTreeViewCtrl to resolve guiEditor crashes
Updates probeManager to correctly utilize skylight idx to infer if a skylight is active, and set the SKYLIGHT_ONLY macro correctly, resolving erroneous behavior
Cleaned up some of the guiEditor initialization script to remove redundancy
Cleaned up tools modules loading script to remove redundancy
2019-09-18 01:41:57 -05:00
Areloch ae857faae2 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
Areloch d9f80140f1 Include materialball shape asset info
Includes spectatorGameplay by default for streamline testing for now
Adds in reparentItem for GuiTreeViewCtrl
Added gitignore to shaderCache/.gitignore
Fixed material asset import logic to properly parent included images to the material
Includes D3D_Compiler47.dll for dependency compliance, and modified cmake file to not install said dll if not using D3D11 API
2019-05-25 03:37:18 -05:00
Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch a937bf44f0 Tweaks some handling of guiTreeViewObj so you don't necessarily have to delete an object if you delete the tree item, as well as the ability to look up the object id via tree item.
Also removes spam in the event that an item on the tree is more of a data representation rather than literal object.
2019-02-23 18:01:14 -06:00
Azaezel cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel e4bd3e8295 shadowvar cleanup 2018-03-16 17:40:25 -05:00
Azaezel f0c29172ca gui shadowvar cleanups 2018-03-15 14:50:54 -05:00
Glenn Smith 79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Areloch 5bf3d56a05 Addition to guiTreeViewCtrl - ability to find what item in the tree is under a given position. 2018-01-28 15:07:50 -06:00
Areloch 526d4ea31a Remove unneeded isParent handling for entities in the GuiTreeViewCtrl 2017-10-18 00:35:37 -05:00
Areloch 0c21ef1b45 Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
Areloch 25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Thomas "elfprince13" Dickerson 27e2871b01 Replaced StringTable->insert("") with StringTable->EmptyString() 2017-01-11 23:36:04 -05:00
Thomas "elfprince13" Dickerson bcc5459818 whitespace 2017-01-11 23:34:46 -05:00
Areloch 3ab2f98ec3 Fixes up some erroneous behavior with Simgroup parentage.
Fixes Prefab creation handling of SceneObjects and SimGroups.
Fixes SceneObjects where the default icon incorrectly defaulted to the simgroup folder rather than the generic class object when the class has no specific class icon.
2016-10-26 00:49:05 -05:00
Areloch 89672ea0ab Hooks the component fields back into the inspector so they are registered as proper fields of their types, as opposed to the regular string-only dynamic fields. 2016-06-02 22:40:29 -05:00
Areloch ec8882c3c8 Ensuring all names are the correct casing for Linux 2016-05-26 01:37:14 -05:00
Areloch 04adb9f240 Added a small sanity check so we don't pointlessly throw an error when expanding an Entity's component stack in the scene tree. 2016-05-21 14:44:24 -05:00
Areloch b04ad52b5d Ensure that inclusion of any entity/component stuff is properly bracketed with the preprocessor check. 2016-05-15 10:11:46 -05:00
Areloch 827e70d674 Integration of Entities into the inspector/editor so they can call back into the tool scripts for custom handling. 2016-05-14 14:12:53 -05:00
Azaezel 2238dd66da From Dušan Jocić: early out of treeview entries to prevent crashes
"when you change some item or remove, it does not resize the array and in that way it create problem with value"
2015-07-28 18:35:11 -05:00
Antony Jones d2d1f6086e Added NULL check in function findItemByName.
(cherry picked from commit adb2513a2461092486e00b5550bf57fb83d0ccac)
2015-02-15 11:15:10 -08:00
Dennis Brakhane b580b4a542 return the result value of scrollVisible
The console function changed from void to bool, so we
should actually return the value.

Also, the missing return is an error in VS2013.
2015-02-14 17:19:11 +01:00
Nathan Bowhay 0a345674ed Fixed spacing issues
Tabs to 3 spaces.
2015-02-12 14:46:07 -08:00
Nathan Bowhay 879dbf0b03 Documented console methods
Added more documentation to console methods, changed inconsistent or
confusing parameter names.
2015-02-02 14:59:49 -08:00
Daniel Buckmaster 014b566014 Merge remote-tracking branch 'gg/development-3.6' into development
Conflicts:
	Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Daniel Buckmaster f9cd778b3b Fixed tricky overloaded sfx* functions. 2014-12-24 10:04:44 +11:00
Daniel Buckmaster 3ab048c5b0 Fixes after feedback from Luis.
* Made use of dStrIsEmpty in more locations (and fixed it :P)
 * Removed commented-out code
 * Corrected default params
 * Fixed some console warning formats
 * Removed tabs
 * Corrected setExtent API
2014-12-23 18:48:02 +11:00
Vincent Gee 2f48f31a6f Fixed String comparisons. 2014-11-05 23:29:08 -05:00
Vincent Gee 9907c4592e Fixed bad string compares and simdictionary 2014-11-04 19:51:13 -05:00
Vincent Gee acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
Daniel Buckmaster b507dc9555 Merge branch 'master' into console-func-refactor
Conflicts:
	Engine/source/app/net/net.cpp
	Engine/source/console/astNodes.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/console/console.h
	Engine/source/console/consoleInternal.h
	Engine/source/console/engineAPI.h
2014-10-14 15:09:11 +11:00
Scott Przybylski 2987681220 Alternate fix for GuiTreeView
Adding `mFlags.set(RebuildVisible)` to `GuiTreeView::onWake()` fixes the problem where the tree is not drawn correctly when nodes are expanded in the TorqueScript `GuiTreeView::onWake()` callback function.
2014-08-14 21:52:48 -07:00
Scott Przybylski e21a0876b6 GuiTreeView bug in buildVisibleTree
There was a bug in buildVisibleTree, it should be setting the RebuildVisible flag, not clearing it.

The clip rectangle did not appear to be updating when expanding items or calling scrollVisible, which expands all the items to make a particular item visible. This would cause part of the tree to be cut off.

Setting the RebuildVisible flag made the problem go away.
2014-08-14 00:59:07 -07:00