Commit graph

1435 commits

Author SHA1 Message Date
Brian Roberts c7d966c0de
Merge pull request #1528 from marauder2k9-torque/Recast-Update
Recast refactor
2025-08-04 08:50:11 -05:00
JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
- Overhauls the material editor to simplify and streamline the logic behind it since the inspector does most of the work
- Tweak a few order positions of materialdefinition fields to work better
- Sets AO, Rough and Metal channel fields to use an enum type for human readability
- Updates the MaterialPreview gui control to work with assetIds
- MatEd now supports setting of parent material to inherit from
- Creating a new material now can prompt selecting an existing material to inherit from
- Can now edit the mapTo value of a material in the matEd
- New standalone Composite Texture Editor window for convering AO, Roughness and Metalness maps in a material to an ORMMap
- Can also star the creation of a composite texture via RMB context menu in AB on an image asset
- Moved logic of CubemapEditor from MatEd to it's own stuff
- Made ImageAsset fields now be more clear when they have nothing assigned, and also have a clear button to empty the field's value so it's consistent across the board
- Reorganized the layout of the gui and image files for the MatEd to be easier to navigate
- MaterialEditor now overlays the EditorGUI instead of being forcefully embedded in it, allowing easy editing of the MatEd Gui via the Gui editor
2025-08-03 12:03:02 -05:00
marauder2k7 bad9d9b188 final cleanup and fixes
move the geo collection into each tile, seems to work better for large levels
add true to getnav in aiconver so it overwrites all goals
cache the triareas so we can use a tool later to modify them
2025-07-28 20:26:31 +01:00
marauder2k7 3946017556 add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00
marauder2k7 f730d0bf1c added spawning
Tile test tool now spawns classes and data
Test avoidance added to aicontroller and ainavigation
2025-07-27 12:43:19 +01:00
marauder2k7 cc047cf07f Update aiPlayer.h 2025-07-26 10:41:25 +01:00
marauder2k7 6d36e17d91 added navmesh tester tool
Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
AzaezelX 64da8ab168 non aiturret fixes
bump maxheading up to it's proper 180 degree max
bump netpipe for the turret rotations to the *controlling client* but not others to 11 bits per axis
leave the to-others fidelity slim
2025-07-19 11:45:18 -05:00
AzaezelX 03c99f845b fix crash with unclean exit
for player, if we're unmounting because we're being deleted, don't bother animating
for tsthreads in general, not much point in removing the threadlist, then checking if it's scaled
2025-07-14 08:08:22 -05:00
AzaezelX 192f997f26 proper report formulation 2025-07-08 20:35:32 -05:00
AzaezelX 4eae51992e shapes are optional for projectiles. not mandatory.
and stop yelling in the console mid way through loading.
2025-07-07 16:49:56 -05:00
Brian Roberts 5dbcaf55c7
Merge pull request #1516 from Azaezel/alpha41/preLoad2
sometimes you won't have debris
2025-07-06 22:50:10 -05:00
AzaezelX 0c3e0b1c05 sometimes you won't have debris 2025-07-06 22:49:52 -05:00
Brian Roberts 5c9e34a90c
Merge pull request #1515 from Azaezel/alpha41/preLoad
try to load shapes during preload
2025-07-06 22:35:33 -05:00
AzaezelX e8ccb3443a try to load shapes during preload
it's half the point of the protocol
2025-07-06 19:51:55 -05:00
AzaezelX 1b6a0a5f74 further filtering for updatePlayerAttachment
*just* check pathshape/staticshape/terrain for determining if we are attaching/detaching from a pathshape
and don't bother if we're not enabled and not falling
2025-07-05 18:01:01 -05:00
AzaezelX 0f2e4b80e6 add grace hieght for pathshape snapping eval
leverage minFaceDistance plus current hieght to try and ensure stepping down into a pathshape/tsstatic within the 0.1 ot -1.0 detection range range doesn't snap you through another one.
2025-07-03 16:57:00 -05:00
Brian Roberts 51b953a931
Merge pull request #1508 from Azaezel/alpha41/aikeybindFix
expand setMoveTrigger to take true or false
2025-06-22 17:59:32 -05:00
AzaezelX 63e3632d00 expand setMoveTrigger to take true or false
have aiplayer actually use it
give a copy to AIController
2025-06-22 16:04:13 -05:00
Brian Roberts f1cf4147a8
Merge pull request #1506 from marauder2k9-torque/SoundAsset_Refactor
Shape Asset Refactor and Image Asset fixes and tweaks
2025-06-21 21:09:28 -05:00
marauder2k7 ff442f5230 keep same naming 2025-06-20 17:13:20 +01:00
marauder2k7 fd7342668c streamline shape asset
shape asset now has the same import "@" as image asset
cut out extra filename parameters that arent needed
refresh hopefully fixed
2025-06-20 15:58:20 +01:00
AzaezelX 17187f4fc2 reduce tsstatic netload
don't bother transmitting animation configs if we're either not animating, or unable to do so
2025-06-19 22:42:31 -05:00
marauder2k7 542563feaf Update ShapeAsset.h
fix linux and mac being pedantic about NULL = 0
2025-06-19 17:32:09 +01:00
marauder2k7 08f52cfa16 add extra checks
add extra checks around an empty stringtableentry for assets and bitmap controls
2025-06-19 16:58:44 +01:00
marauder2k7 1949ff9d7b projectile 2025-06-19 16:29:59 +01:00
marauder2k7 51f4255c14 explosion and guiobjectview 2025-06-19 16:27:16 +01:00
marauder2k7 2b973abdcf physics shape and physics debris 2025-06-19 14:32:32 +01:00
marauder2k7 5d641929cf player and ground cover 2025-06-19 14:10:00 +01:00
marauder2k7 c6ec2fd6a1 Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor 2025-06-19 13:36:49 +01:00
marauder2k7 ca1604170d initial commit
change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00
marauder2k7 45f1447d2b Update ImageAsset.h
add check for if _in matches the filename that is already set for image asset, this stops the set being called twice when loading the same image asset
2025-06-19 07:53:32 +01:00
marauder2k7 1918ecfdd6 feedback from az
fixes for interaction from az
2025-06-18 20:44:37 +01:00
marauder2k7 b5cd9d0c73 Update guiCrossHairHud.cpp 2025-06-18 17:08:40 +01:00
marauder2k7 6f9c4158d8 gui offscreen material test
added interaction static guioffscreencanvas to capture mouse events
added test shape
2025-06-18 17:05:35 +01:00
marauder2k7 794a8c900d Update ImageAsset.cpp
add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes
2025-06-17 16:49:07 +01:00
marauder2k7 48b512ef73 move population of image metadata to onAssetRefresh 2025-06-17 15:06:07 +01:00
marauder2k7 3d77b59b71 Update assetImporter.cpp
refresh asset so image asset can write out its image metadata
2025-06-17 14:57:18 +01:00
marauder2k7 67f217ada1 Update assetImporter.cpp
asset importing for images shouldnt execute a file copy, original file path is enough as it is relative to exe
2025-06-17 12:20:47 +01:00
marauder2k7 fc9f221ac0 Prepend symbol for image files
Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7 50f74368b3 various fixes around preview assets and imageassets text field
Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
marauder2k7 0a1e3f74ed remove terrain dependency from mission area
Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
2025-06-15 12:41:47 +01:00
JeffR 4be2f05bb1 Disables the behavior for building and exporting polyLists for SceneGroups as you can just do so on the individual items, and it can cause erroneous behavior like looping if triggered improperly. 2025-06-11 00:30:36 -05:00
AzaezelX a3d2d13d39 remove stray methods.
revisit loadedstate shortcutting of already loaded textures
2025-06-01 12:41:31 -05:00
JeffR 0e6c33f78a Fixed gui editor drag and drop behavior for image, shape, and sound
Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR 5397c168bc Merge branch 'DirectImageFileOption' of https://github.com/Areloch/Torque3D into development 2025-05-30 00:08:29 -05:00
JeffR 41957cb98f Compares path and filename, excludes png in case the user swapped a dds for a png or the like 2025-05-29 16:06:04 -05:00
JeffR 029427d51c Fixes imageAsset lookup so if we're looking up a full filename path, we compare the actual full paths 2025-05-28 23:23:08 -05:00
JeffR 8ed3bab44c Re-added prefix handling for named texture lookups for image asset fields
Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
AzaezelX 8bd145d54f use of get<some name> methods that already return nulls/false when attempting to load
in contexts where we would want to try first (pt2)
2025-05-28 17:45:02 -05:00