Brian Roberts
6ffe7500cd
Merge pull request #1423 from Olathuss/gametsctrl-mouserefactor
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Gametsctrl mouserefactor
2025-03-25 14:25:49 -05:00
Olathuss
3dabbc83ff
Fixed callbacks to replace char* with Point classes
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Replacing char* in callbacks with Point2I and Point3F classes for better readability and overhead
2025-03-25 11:07:14 -06:00
Olathuss
df5ffd9e10
Remove extraneous function
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Remove extraneous function makeScriptCall which is no longer used.
2025-03-25 10:47:35 -06:00
Olathuss
32bc068f7f
Added PlatformTimer for mouse callbacks
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Added PlatformTimer to GameTSCtrl to limit mouse move/drag callbacks.
2025-03-24 12:04:36 -06:00
AzaezelX
b4eb885aae
fix forceDetail
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it can safely be a negative number.
2025-03-19 18:08:37 -05:00
AzaezelX
fcd2d38deb
further validator cleanups
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bump default fidelity from 0,0001 to 0.01
fix F32Range. needs to go from - to +, not smallest to largest positive value
fix several misasigned validator ranges. most of which use some form of -1 default to do a Special Thing
2025-03-18 14:06:33 -05:00
Brian Roberts
1ebe48edbd
Merge pull request #1413 from Azaezel/alpha41/validValidators
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consolidate addfieldV method contents to avoid duplication
2025-03-18 10:43:42 -05:00
AzaezelX
ffe83b1d2d
use the same renderpriority range across all cases
2025-03-18 01:18:37 -05:00
AzaezelX
44b0d896b8
consolidate addfieldV method contents to avoid duplication
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report *what* field is an invalid console type
prune down floating point fuzzed validators to 0
default the visual fidelity to POINT_EPSILON (0.0001) rather than 1/FLT_MAX
use the bit(bitcount) macro for legibility
fix breakangle
2025-03-17 22:39:01 -05:00
Olathuss
d0f5c2e0db
Merge branch 'TorqueGameEngines:development' into gametsctrl-mouserefactor
2025-03-15 13:49:58 -06:00
Brian Roberts
bab30568eb
Merge pull request #1409 from Azaezel/alpha41/soImpulsive
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skip out on impulses that have no chance of moving the object
2025-03-14 13:59:44 -05:00
Olathuss
96786020a2
Remove document reference
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Removed incorrect document reference, as parent GuiTSCtrl does not implement mouse callback.
2025-03-11 09:40:22 -06:00
AzaezelX
325b3a97c0
skip out on impulses that have no chance of moving the object
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also, sRestTol already is a 0.5 multiplier
2025-03-09 18:40:49 -05:00
AzaezelX
28603655a5
fix malformed addfeildV
2025-03-09 12:58:59 -05:00
AzaezelX
f633ef3a3d
fill in the validated variables
2025-03-09 11:53:23 -05:00
Olathuss
f9b445119f
gameTSCtrl mouse refactor
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GameTSCtrl mouse refactoring to make consistent with scripting call backs.
2025-03-06 12:29:40 -07:00
Olathuss
59b938151d
Enable onMouseMove script method for GameTSCtrl
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Enables the onMouseMove method for scripting in the GameTSCtrl class.
2025-03-04 21:30:19 -07:00
Brian Roberts
09cf5a0425
Merge pull request #1402 from Azaezel/alpha41/mumbledMat
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prexisting material asset safety check
2025-03-01 18:41:37 -06:00
AzaezelX
bc9ed3e10a
prexisting material asset safety check
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from steve_yorkshire
don't try and create a new suffixed materiaAsset if one already exists
2025-03-01 17:17:24 -06:00
Brian Roberts
dbdcf251ac
Merge pull request #1399 from Azaezel/alpha41/restingLagFace
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rigidshape pef tweaks
2025-03-01 12:07:07 -06:00
AzaezelX
69a0c40795
wheeled vehicle downforce aug. applies a spoiler effect
2025-02-28 19:20:21 -06:00
AzaezelX
ccbcf7a862
take tick time into account as well.
2025-02-28 19:18:28 -06:00
AzaezelX
c2b3ea6122
clean out redundant pack/unpack in vehicle
2025-02-28 18:35:46 -06:00
AzaezelX
43309fef2a
rigidshape pef tweaks
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account for integration for atrest evaluation. if we're atrest, *don't* network momentums. just send the bool
2025-02-28 17:54:20 -06:00
AzaezelX
e90aa02af2
correct mangled stopwatch logic
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it was having issues with setting a time after pausing
2025-02-27 20:08:25 -06:00
AzaezelX
18750047fb
game mode filterfix
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GameMode::findGameModes now only returns the *active* ones.
SubScene::load() checks against either that, or if it's selected
2025-02-25 19:17:43 -06:00
AzaezelX
b36ec14194
add typeS16
2025-02-22 18:57:27 -06:00
Brian Roberts
f99b2874d1
Merge pull request #1384 from Azaezel/alpha41/subsceneCleanups
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clean up subscene load evaluators so that it doesn't require a client if it's set to global
2025-02-20 12:08:12 -06:00
Brian Roberts
4827c100f7
Merge pull request #1385 from Azaezel/alpha41/onTheClock
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guiClockHud augs
2025-02-15 20:26:44 -06:00
AzaezelX
8993ffe3e6
guiClockHud augs
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adds a pause, reversed, and significantTime inspector exposed variable to guiClockHuds
significantTime is in sceconds and triggers an onSignificantTimeReached callback
2025-02-15 16:48:15 -06:00
AzaezelX
a529e3ecc0
clean up subscene load evaluators so that it doesn';t require a client if it's set to global
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(allows spawnpoints to fill out prior to connections)
also try and apply filtering prior to actual loading
2025-02-13 14:32:23 -06:00
AzaezelX
4d66ae37de
handle mounted lights ghosting in and out
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send a periodic corrective packet for mounted lights to ensure they stay mounted when moving in and out of ghosting
2025-02-08 10:58:50 -06:00
JeffR
0d338f2d51
* Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.
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* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
2025-02-05 22:51:43 -06:00
Brian Roberts
4bd43265a9
Merge pull request #1370 from Azaezel/alpha41/tsStaticTrouble
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add lod selection for visiblemesh collisions
2025-01-27 18:57:13 -06:00
AzaezelX
e2a0fbefa3
add lod selection for visiblemesh collisions
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add box filtering for visiblemesh buildPolyList
2025-01-27 15:37:05 -06:00
Brian Roberts
5feef0ec5c
Merge pull request #1368 from Azaezel/alpha41/sourceGroupGrok
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fill in asset based sound group if not specified by instanced emitter
2025-01-27 11:31:41 -06:00
JeffR
bf9f0ee6cd
Adjusts the test behavior for when the player class tries to ray-check against PathShapes to nudge the player to a safer position. Originally it ONLY checked pathshapes, so a static over a pathshape could cause erroneous behavior.
2025-01-27 00:15:14 -06:00
AzaezelX
557b3639eb
fill in asset based sound group if not specified by instanced emitter
2025-01-26 20:52:50 -06:00
Brian Roberts
221614383b
Merge pull request #1356 from Azaezel/development
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handle pathshapes comming in from above players more gracefully
2025-01-15 20:36:35 -06:00
AzaezelX
7b393b668b
handle pathshapes comming in from above players more gracefully
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if you're within a pathshape as it moves, put you on top
2025-01-15 20:35:02 -06:00
Brian Roberts
4a8f8302a5
Merge pull request #1353 from Azaezel/alpha41/probeAttention
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shift attenuation to probes in general.
2025-01-09 08:10:56 -06:00
AzaezelX
9aa45b24ba
for consistency, add a setSkinName method to tsstatic
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wrapper for obj.skin assignment just like shapebase
2025-01-09 08:09:59 -06:00
AzaezelX
a4266a1336
fix distance falloff misassignmen. fix uninitialized attenuation in root probes
2025-01-07 23:48:34 -06:00
AzaezelX
5a2ec2731f
shift attenuation to probes in general.
2025-01-07 16:58:50 -06:00
Brian Roberts
69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
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NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -06:00
JeffR
bf9692a451
Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape
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Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
2024-12-15 23:48:16 -06:00
JeffR
81ac23fd35
Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development
2024-12-15 18:39:03 -06:00
marauder2k7
7b73ce7a2f
Update ImageAsset.cpp
2024-12-14 16:26:02 +00:00
marauder2k7
f5f50723ed
final cleanup
2024-12-14 14:47:46 +00:00
marauder2k7
1edfbcf447
fixes for reload and flush
2024-12-14 13:37:23 +00:00