Commit graph

285 commits

Author SHA1 Message Date
AzaezelX
fcd2d38deb further validator cleanups
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
AzaezelX
f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
AzaezelX
bc9ed3e10a prexisting material asset safety check
from steve_yorkshire
don't try and create a new suffixed materiaAsset if one already exists
2025-03-01 17:17:24 -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.
* 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
69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -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
marauder2k7
f6dc694bd4 fully working 2024-12-14 01:18:46 +00:00
marauder2k7
85463c85ac named targets for image assets
image assets can now be bound to a named texture target
if used in a material the target needs to exist before the material is initialized
2024-12-13 00:26:39 +00:00
AzaezelX
f8f9e88dc6 correct malformed config passalong 2024-11-26 19:56:34 -06:00
Areloch
ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00
AzaezelX
00bdc913b0 onAssetRefresh(); already chains. no need to call that again 2024-04-06 17:14:56 -05:00
AzaezelX
5ff83138cf need to set state to ok post-load and pre-changesignal callback 2024-04-06 16:39:31 -05:00
AzaezelX
3ace31c68c crashfix work for hot-editing shape assets tied to tsstatics 2024-04-06 14:48:22 -05:00
marauder2k7
7874c0ae27 Merge remote-tracking branch 'upstream/development' into virtuals-override 2024-03-19 19:11:24 +00:00
marauder2k7
efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX
bfc921da22 reload chain execution
for imageassets and materialassets, check any other assets using them, and uppon completion of reloading, kick off the using assets reload as well in serial
2024-03-17 21:30:19 -05:00
AzaezelX
c9ac4ffbfe correct grouping 2024-02-05 21:02:41 -06:00
AzaezelX
cea641b154 don't early out, *do* use case sensitive filename finding for the stringtable, and finally, don't even bother setting the mSoundpath here unless it's to clear it 2024-02-05 18:41:07 -06:00
AzaezelX
ef858d726b remindernote: false for unchanged, true for changed 2024-02-05 14:40:24 -06:00
AzaezelX
da9b9ed787 prelim refactor 2024-02-05 14:23:11 -06:00
Areloch
1e21cc678f Fixes the handling of imageAssets for array'd field types, as well as fixing the editor behavior of guiBitmapCtrl so the imageAssets correctly update the fields upon editing 2024-02-04 14:45:19 -06:00
AzaezelX
b12cd00b74 SFX and soundasset safeties and fixe
adress several insatnaces of things like ServerPlay2D et al either not emitting sound at all, or doing so only at scene origin
2024-02-03 20:16:45 -06:00
AzaezelX
1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -06:00
AzaezelX
0303cadcc0 imageasset entries can be blank
don't spam the console. and definitely don't try and load it
2023-10-31 12:00:35 -05:00
marauder2k7
852ed8f225
Sfx playlist asset working (#1109)
* GroundWork

-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function

* Update sfxController.cpp

* SFXPlaylist data

-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled

* Update SoundAsset.cpp

to stop git ci complaining, assetImporter........

* Update SoundAsset.h

* sfxPlaylist

-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.

* Update SoundAsset.h

-updated asset array to return playlist or profile depending on what the asset is

* SFXPlaylist working

-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.

Still an exception when closing if using a playlist trips on line 355 of sfxSound

* Update sfxSound.h

* setSoundFile index null fix

* Update SoundAsset.h

* Update SoundAsset.h

* netstream safety in case of a null asset assignment

* Update sfxController.cpp

added safeties around a null playlist trying to play.

* Update with Az's asset err code changes

---------

Co-authored-by: AzaezelX <quillus@hotmail.com>
2023-10-21 17:19:02 -05:00
AzaezelX
e6c2fe78fb generateCachedPreviewImage needs loadShape() 2023-10-21 15:15:27 -05:00
AzaezelX
a8d640e311 clean up redundant loads, shift first load to getResource methods for sound and shape.
still need to properly sort image
2023-10-09 14:41:14 -05:00
AzaezelX
b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
Lukas Aldershaab
89b0c7f73b Console Refactor 2023-09-13 10:33:20 +02:00
Brian Roberts
a6f03897ed
Merge pull request #1016 from Azaezel/alpha41/mangledMath
clean up math varsize complaints
2023-05-08 21:28:49 -05:00
Areloch
667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00
Brian Roberts
3538da30d0
Merge pull request #1014 from Azaezel/alpha41/EnumErrata
add safeties for enum math across define boundaries
2023-05-03 13:38:23 -05:00
AzaezelX
0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AzaezelX
0ce2da3a23 clean up math varsize complaints 2023-04-27 16:10:04 -05:00
AzaezelX
aa02e48c8d add safeties for enum math across define boundaries 2023-04-26 22:27:35 -05:00
AzaezelX
c4ae6258cc sound safeties and future notes 2023-02-26 17:26:43 -06:00
JeffR
167f98b767 Expands ScriptAsset behavior to operate as a generic type-settable asset 2023-02-23 15:29:59 -06:00
Areloch
727c5b1e59 Fix up handling of assets marked for UseForDependencies during import process 2023-02-01 23:54:11 -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
Glenn Smith
3bdbe5965e
Fix some compiler warnings on macos 2023-01-01 22:56:56 -05:00
Areloch
6fa57362b3 Rollback of this change because GCC is weird 2023-01-01 16:56:59 -06:00
AzaezelX
8821f62b0c misc fixes
utilize specialty case soundarray macros.
 slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
Areloch
74ac45e877 Fixed Edit button tooltip for Shape Asset field
Disabled Edit button on image asset field as there's no current image editor
Fixed positioning of edit buttons to align with preview
Fixed horizontal sizing for the edit control so it keeps to the width of the field
Fixed handling on the preview display so if an invalid asset is input, it clears the preview display to help indicate it's invalid
Disabled the MaterialSlot handling for TSStatics until it can be further refined
2022-12-08 23:45:56 -06:00
Areloch
739a111fc2 Re-added accidentally deleted line that removed the preview tooltip 2022-12-08 20:15:20 -06:00
Areloch
6162c5da05 Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons
Also fixes drag-n-drop behavior from the AB into the image and shape fields to ensure they update as expected.
2022-12-08 20:00:55 -06:00
AzaezelX
04f4a5fcf4 dedicated server nulltexturemanager work
also supress warning for imageassets not loading a texture in nulldevice, and early out of _determineFeatures shadergen methods under the same conditions
2022-10-01 12:44:45 -05:00
AzaezelX
8343c096df need to surpess billboard generation attempts on dedicated servers 2022-09-29 02:04:51 -05:00