Commit graph

84 commits

Author SHA1 Message Date
AzaezelX
846cec8dff hybridize suggested approaches with older code style, passing along either a matrix or a null.
for network transmission purposes, send which along as a bool
2024-02-03 22:35:41 -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
Areloch
c809dbb4be - Ensures if there is a $pref::server::password set and you're creating a localConnection game, you can connect even if you don't have a client password set
- Changed ChooseLevelMenu layout to have a vertical list for levels with a static preview set, as well as a separate tab for server configs if trying to create a server
- Added field to set password for connecting to passworded servers on the JoinServerMenu
- Added sanity check so you can't try and activate a menuList that has no children(caused error spam)
2024-01-03 23:45:36 -06:00
AzaezelX
fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
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
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
Johan Mattsson
0cbb4fc8a1
Use bitwise instead of logical OR 2023-03-05 12:14:17 +01:00
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
JeffR
943cf8351b Adds safety check to SoundAsset's playSound so if we don't have a source, it doesn't crash
Adds logic to SoundAsset's load sound to 'nudge' the SFX system to load the required data for first use
Shifts SimSoundAssetEvent constructor to utilize assetId instead of raw asset so we can safely fail if for whatever reason we end up default constructor'ing blanks
Standardizes the shapeImage playList lookup a bit into a common function and ensures that on packet receive we force an update of the state's sound
2022-06-03 02:04:39 -05:00
JeffR
15ef8b4fbe Cleaned up implementation of #712
Also updates other game classes like the shapebase to utilize the sound asset hooks properly.
2022-01-03 20:57:10 -06:00
Robert MacGregor
1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
Jeff Hutchinson
27a4868b6e Fix buffer corruption. 2021-09-07 21:52:36 -04:00
Jeff Hutchinson
717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
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
Jeff Hutchinson
6f7fdca87d lotsa fixes. 2021-05-04 21:18:15 -04:00
Jeff Hutchinson
35500a87c6 initial port of the new interpreter 2021-03-30 19:33:19 -04:00
Lukas Aldershaab
099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
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
9b907e77ee Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX
Takes the makeFullPath in findTSShapeConstructor and turn it into a string before passing it along to the Filename to make stricter compilers happy
Removed some referenced to fields that don't exist in the current build
Removed unneeded ASM language activation for the cmake files
Adjustments to material map assembling macros to better comply to stricter compilers
2020-05-13 02:10:11 -05:00
AzaezelX
fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
Areloch
954743f55c Merge branch 'alpha40_pathshape' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:49 -06:00
AzaezelX
c082f13b71 missing extract bit 2020-01-12 00:40:00 -06:00
AzaezelX
f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -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
6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Lukas Joergensen
7d91d0a577 Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic 2018-04-20 22:09:58 +02:00
Lukas Joergensen
0fff33869c Eliminate unnecessary uses of ConsoleMethod 2018-04-17 22:36:32 +02:00
Lukas Joergensen
2bbc716db6 Eliminate unnecessary uses of ConsoleFunction 2018-04-17 21:41:29 +02:00
Lukas Joergensen
e718841467 Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Azaezel
f068664742 gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
Azaezel
248c5e9e69 shadowvar cleanup 2018-03-15 21:41:17 -05:00
Azaezel
386efa0602 netObject classvar cleanups 2018-03-13 21:27:31 -05:00
Bloodknight
20eefee3cd Merge branch 'development' into issue_2115 2018-02-05 15:59:33 +00:00
Marc Chapman
b8f722e2f9 Phase 2: #ifdef for Zodiacs and particles 2018-01-23 22:03:18 +00:00
Marc Chapman
0c65f9ee8e Phase 1: Add a #define test 2018-01-23 20:24:35 +00:00
Areloch
0c21ef1b45 Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
Marc Chapman
8c65467697 process-order -- code to help positioning of objects in the process lists. 2017-07-27 00:21:47 +01:00
Marc Chapman
5a1405d4bb packet-size-checking -- Methods for querying packet-size settings. Used for detecting when spells or effects overrun the packet buffer from networked dynamic field usage.
scope-tracking -- changes related to the tracking of AFX constraint objects as they move in and out of scope.
2017-07-27 00:09:36 +01:00
Marc Chapman
fcce9be33c obj-select -- object selection functionality
is-camera -- Adds a test for determining if object is a camera.
cam-speed -- added method for getting the camera movement speed.
zoned-in -- connection is flagged as "zoned-in" when client is fully connected and user can interact with it.
2017-07-26 23:59:44 +01:00
Marc Chapman
64d1b06866 db-cache -- implementation of datablock caching system. 2017-07-26 23:41:57 +01:00
Marc Chapman
f9f05f154f datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
Areloch
e8aff85322 Merge pull request #1808 from Azaezel/consistentCallbacks1
clang: consistent callbacks
2016-10-24 01:25:09 -05:00
Areloch
121d65215e Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang. 2016-10-17 01:00:12 -05:00
Azaezel
5f5466d90d clang: consistent callbacks 2016-10-16 16:54:11 -05:00
James Urquhart
212ac36cc1 Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
James Urquhart
e6159a590a Add basic support for showing openvr controllers and tracked objects 2016-09-11 22:42:42 +01:00
James Urquhart
f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. 2016-09-11 22:42:42 +01:00
James Urquhart
185fde8ea4 Fix issue with clamping the AngAxisF 2016-09-11 22:42:42 +01:00
James Urquhart
ba91478fad Baseline working openvr code 2016-09-11 22:42:42 +01:00
Marc Chapman
5d6ab545da Tidy up unnecessary #define 2016-07-18 21:55:22 +01:00