Commit graph

8372 commits

Author SHA1 Message Date
marauder2k7
779482799e
Merge f85d8aa687 into 8407fa360c 2026-04-22 20:33:15 -04:00
Brian Roberts
8407fa360c
Merge pull request #1712 from marauder2k9-torque/ScriptBackend-Changes-and-Cleanup
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Scripting language changes, cleanup and documentation
2026-04-21 14:23:25 -05:00
Brian Roberts
3641727572
Merge pull request #1721 from Areloch/LevelLooseFilesFixes
Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
2026-04-21 14:23:13 -05:00
JeffR
e12f8472cd Removed unnecessary debug lines 2026-04-21 01:28:23 -05:00
JeffR
f6f06121ab Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code
- Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist
- Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected
- Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently.
- Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest
2026-04-21 01:22:26 -05:00
Brian Roberts
85ffb307cd
Merge pull request #1719 from Azaezel/alpha41/settingSafety
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AssetImportConfig::loadImportConfig safety
2026-04-19 11:53:00 -05:00
AzaezelX
95afee6937 AssetImportConfig::loadImportConfig safety
if no Settings* passed, report and skip trying to apply them to a nonexisent object
2026-04-19 11:52:44 -05:00
Brian Roberts
10cff00c23
Merge pull request #1713 from Azaezel/alpha41/PlayerExtendability
Allow Player class derivatives to override NumTableActionAnims
2026-04-19 08:05:18 -05:00
Brian Roberts
fd1434bc16
Merge pull request #1716 from Azaezel/alpha41/controlCrunchCorrection
correct element gui resizing drift
2026-04-19 08:05:04 -05:00
Brian Roberts
dcc3b4941d
Merge pull request #1717 from Areloch/MiscParticleEdFixes
Implements misc fixes for the particle editor and particlesList inspector field
2026-04-19 08:04:49 -05:00
JeffR
defbaea2fe Implements misc fixes for the particle editor and particlesList inspector field
- Clicking the [...] button from the Particle Emitter tab now opens to the Particle tab *and* properly selects the particle data to be edited
- Selecting an emitter object in the map and opening the particle editor now selects the Particle Data to be edited
- Selecting a new Particle Data for a particles slot on a Particle Emitter in the editor now correctly updates the values and updates the field display
- Made it so if clicking [...] button on the ParticleEmitterData or other similar fields for objects, it will now open to the Particle editor instead of the Datablock editor
2026-04-19 02:18:05 -05:00
AzaezelX
7d72d38ae0 correct element gui resizing drift
add minimal padding to counteract floating point flurrer when rounding due to changes in parent element scale
revisit the aspect maintining resizer math to correct a few failures with live editing the values.
2026-04-17 06:59:24 -05:00
AzaezelX
0fd3c6b013 Allow Player class derivatives to override NumTableActionAnims
the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread.
to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available.
when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations
therefore this introduces a datablock-level entry for the marked slot.
2026-04-14 15:24:04 -05:00
marauder2k7
f85d8aa687 add assimp port
add port for assimp, we can modify this if we want, maybe to remove the other dependencies
2026-04-13 14:55:50 +01:00
marauder2k7
48312ae20e JOLT Physics update
adds jolt physics to torque3d
2026-04-13 14:55:46 +01:00
marauder2k7
d331731aa1 local build of libpng 2026-04-13 14:55:45 +01:00
marauder2k7
97e539db46 Update simSet.cpp 2026-04-13 14:55:45 +01:00
marauder2k7
0c94a71c66 update the settings display for audio devices 2026-04-13 14:55:45 +01:00
marauder2k7
8baca526b1 Update actionMap.cpp
convert objectstring to upper case to look better in the ui
2026-04-13 14:55:45 +01:00
marauder2k7
3188920312 Update actionMap.cpp 2026-04-13 14:55:44 +01:00
marauder2k7
496895d60c action map remap for mac
Mac now automatically remaps keys and modifies the incoming string to reflect it

automatically converts:
Ctrl -> Cmd
Alt -> Option

if you absolutely need a specific set on macos you will still need to check the platform in script and set the required key otherwise this will allow menus to be built with just providing the windows key or the mac key and it will display correclty for the platform.
2026-04-13 14:55:44 +01:00
marauder2k7
8de2458610 Add reverb
Adds reverb functionality to sound system

TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
2026-04-13 14:55:44 +01:00
marauder2k7
974f217b96 SFX API Changes
DSound has since been deprecated and xaudio2 would require us to write our own 3d spatialization and mixer
Load devices the same way we load in the gfx end
setup sfx provider
run sfx devices on startup
various fixes around sfx null device
added the bitrate and samplerate globals
added the hrtf global code is in to use this but not setup yet
Adds speed of sound to the sound system
SFXAmbience now has a property for speed of sound for different mediums, can also be set directly
2026-04-13 14:55:43 +01:00
marauder2k7
1c6409a485 ci output folder
this borked before but check and see if its working again
2026-04-13 14:55:42 +01:00
marauder2k7
6da3caf88a Fix include directives
includes now dont go into sub folders for the most part
2026-04-13 14:55:42 +01:00
marauder2k7
7367914923 Update CMakeLists.txt 2026-04-13 14:55:42 +01:00
marauder2k7
2304dce93c fix 2026-04-13 14:55:41 +01:00
marauder2k7
c0c8694114 Update vcpkg.json 2026-04-13 14:55:41 +01:00
marauder2k7
581fe50756 remove finders 2026-04-13 14:55:41 +01:00
marauder2k7
378fb30642 ci runners 2026-04-13 14:55:41 +01:00
marauder2k7
d0a00da9a0 vcpkg complete replacement
Replaces all our 3rd party dependencies with vcpkg installed dependencies.

Some will be downloaded eg assimp/libpng
2026-04-13 14:55:41 +01:00
marauder2k7
991b02552d multiple changes and cleanups 2026-04-12 11:17:59 +01:00
Brian Roberts
12dddd07b5
Merge pull request #1711 from marauder2k9-torque/GLFix-BlackTerrain-issue
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OPENGL: Terrain doesnt render correctly
2026-04-11 18:12:37 -05:00
marauder2k7
a78c0b4309 Update bitmapPng.cpp
update bitmapPng reading from libpng to have context in warnings and errors, also add a bit of a better structure around the read and write functions.

Interlaced PNG's were never being accounted for before so add the png_set_interlace_handling for interlaced pngs
2026-04-10 17:41:27 +01:00
marauder2k7
f622d97224 Update gfxGLDevice.cpp 2026-04-10 17:00:58 +01:00
marauder2k7
dead75f458 Update gfxGLDevice.cpp 2026-04-10 16:48:30 +01:00
Brian Roberts
c672bf080b
Merge pull request #1710 from Azaezel/alpha41/fixFlakeyField
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for some reason undo was comming in as a global method. so no temp vars
2026-04-10 10:23:08 -05:00
marauder2k7
02b3f3d0a1 Update gfxGLDevice.cpp
clearing the active program caused issues during a target bake as we call glClear after setting the shader etc. As this warning id 131204 seems to be a product of doing this, everything i read up on it says it is safe to silence it.
2026-04-10 08:34:59 +01:00
marauder2k7
93b5a8d22e Terrain doesnt render correctly
The core of this issue was the unlock on the GFXGLTextureObject

Few other bug fixes around setting a texture binding to 0, notice in clear function we now also clear the glprogram and the buffers. This seems to fix most of the warnings around id 131204

This warning was triggered every frame, now it just triggers when a shader expects a texture but none is active.
2026-04-10 06:42:45 +01:00
AzaezelX
d6e370508f for some reason undo was comming in as a global method. so no temp vars 2026-04-09 23:59:52 -05:00
Areloch
5796f0ea07
Merge pull request #1709 from Azaezel/alpha41/DampDir
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dampness rework
2026-04-08 23:42:38 -05:00
Areloch
0820cff8e2
Merge pull request #1705 from Azaezel/alpha41/soundsQuickfix
quick fix for misc sounds
2026-04-08 23:42:28 -05:00
Areloch
4fe0dd05b4
Merge pull request #1682 from marauder2k9-torque/RefBase-refactor
RefBase classes refactored to use smart pointers
2026-04-08 23:42:19 -05:00
AzaezelX
d85bbc0a1f account for translucencies 2026-04-08 19:27:43 -05:00
AzaezelX
5690c64ef6 dampness rework
more respect for gravity, fewer texture lookups
2026-04-06 16:55:55 -05:00
Brian Roberts
ed5f6848c8
Merge pull request #1704 from Azaezel/alpha41/fixPrefabBind
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point rightclick prefab at the same method as the button
2026-04-05 11:20:25 -05:00
Brian Roberts
8a71d925d0
Merge pull request #1707 from Azaezel/logVersion
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update format
2026-04-04 17:49:29 -05:00
AzaezelX
a8bc8e92b8 update format 2026-04-04 17:47:58 -05:00
Brian Roberts
cbe3fdf10e
Merge pull request #1706 from Azaezel/logVersion
embed application info in console.logs
2026-04-04 17:22:03 -05:00
AzaezelX
e8193d1cc3 embed application info in console.logs
ap name [ap version] [engine version]
2026-04-04 17:21:42 -05:00