Commit graph

7863 commits

Author SHA1 Message Date
marauder2k7
888e72ad28 Update navEditor.tscript
typo
2025-07-28 08:30:46 +01:00
marauder2k7
b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00
marauder2k7
24ec55e8bc cleanup
add select tool
cleanup more from guinaveditorctrl and scripts
2025-07-27 19:32:52 +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
0b96579ada Update navMeshTestTool.h
fix linux and mac
2025-07-27 16:22:00 +01:00
marauder2k7
3924c6590a Update navigation.cmake 2025-07-27 15:43:13 +01:00
marauder2k7
715a2484a0 Update navEditor.tscript
filter out vehicle
2025-07-27 12:47:26 +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
a5e969a8fd render links in editor
Render the navmesh links in the guiNavEditor not the offmeshconnectiontool, this way they are always visible.
2025-07-26 10:48:49 +01:00
marauder2k7
cc047cf07f Update aiPlayer.h 2025-07-26 10:41:25 +01:00
marauder2k7
9039435d12 Update navEditor.tscript
woops
2025-07-26 10:41:03 +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
marauder2k7
edf4d47be0 handle water verts
now we correctly mark water verts as water area and add the swim flag to them
2025-07-25 12:41:59 +01:00
marauder2k7
5c2ed84b24 duDebugDrawTorque add override
added an override flag to stop detour from setting our depth mask state. This was causing navmesh to draw through other objects when it wasnt meant to

Reset our bounds box for each draw cache
2025-07-25 11:11:58 +01:00
marauder2k7
e55d3b6f82 Update NavEditorGui.gui
fix textsliderctrl not losing focus, reason for the issue was incorrect profile
2025-07-25 10:11:08 +01:00
marauder2k7
496e427d76 add radius controls
update the scripts for the offmeshcontool
radius controlled by slider ctrl
2025-07-25 09:44:49 +01:00
marauder2k7
a0b4b8627f cleanup
Clean out the link vars and functions from guinaveditorctrl its now handled by the tool

offmeshcontool: Add ability to continue to draw from the last links end point holding shift
2025-07-25 08:46:55 +01:00
marauder2k7
2df2cb5c15 off mesh connection tool
Adds off mesh connection tool
upgrade functionality to allow setting the direction to be bi-directional
added immediate draw to duDebugDrawtorque so we can draw offmesh connections
2025-07-24 23:43:35 +01:00
marauder2k7
de1642c33e remove depth changes
changing depth between draw modes is a bit confusing to the viewer could revist

PolyAreas must start with 1, 0 = null area in recast.
2025-07-24 15:01:28 +01:00
marauder2k7
d1771756c2 updated drawmodes and rendering
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00
marauder2k7
30b9502e90 navmesh
cache tiles data if keep intermediate is on
(we only need to cache the results of recast)

fix tile generation (again)

Add !m_geo check so that buildTile can regen the geometry needed to build the tile again.
2025-07-23 21:02:44 +01:00
marauder2k7
1f21efc9e8 Update tileTool.cpp
fix linux
2025-07-23 16:05:15 +01:00
marauder2k7
80473e10b5 added first tool
Added the tileTool with the ability to select tiles
Abstraction layer for navmesh tools created.
2025-07-23 15:08:29 +01:00
marauder2k7
ab83ecb591 make sure tilesize is in world units
tilesize now stays the same size as the world units provided
2025-07-23 05:55:05 +01:00
marauder2k7
d4d552e8e0 recast update
Added chunkytrimesh - this class splits up the geometry the navmesh is interested in into kdtree for fast traversal, makes the actual navmesh generation work with smaller chunks.

Now only 1 RecastPolylist per navmesh this can be saved out in a future commit.

This is a history commit, all functionality works same as it did before but it matches recasts recommended setup more closely. Future additions may break backwards compatibility.
2025-07-22 14:39:36 +01:00
marauder2k7
26ebdd093b test commit to fix debug draw
pass all draws through duDebugDraw instead of calling our class directly.
2025-07-20 16:10:27 +01:00
Brian Roberts
81504fb089
Merge pull request #1525 from Azaezel/alpha41/lanceTheThread
fix crash with unclean exit
2025-07-15 08:36:54 -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
Brian Roberts
1558681138
Merge pull request #1523 from Azaezel/alpha41/orderOps
project name init
2025-07-11 17:22:18 -05:00
AzaezelX
faf6b2794b project name init
fix order of operations for setting the project naem to *after we either set it or default to null and spew a popup
2025-07-11 12:57:21 -05:00
Brian Roberts
23aa3b242c
Merge pull request #1522 from marauder2k9-torque/PatchFix-folder-navigation-in-AB
Update assetbrowser.tscript with patch
2025-07-11 07:56:42 -05:00
marauder2k7
99db60e3f3 Update assetBrowser.tscript
fix folder navigation in asset browser

fix found by Abbey
2025-07-11 12:31:27 +01:00
Brian Roberts
dd26257528
Merge pull request #1521 from Areloch/ExpandableVisibilityMenu
Shifts the visibility modes dropdown menu in the editor to an easily expandable menu so modules can hook into it
2025-07-10 09:50:00 -05:00
JeffR
e7db5bb4a1 Shifts the visibility modes dropdown menu in the editor to an easily expandable menu so modules can hook into it 2025-07-10 00:22:19 -05:00
Brian Roberts
214b72ca7d
Merge pull request #1519 from Azaezel/alpha41/openglCleanups
misc opengl cleanups
2025-07-09 18:57:40 -05:00
Brian Roberts
50d5560d6a
Merge pull request #1520 from Azaezel/alpha41/consoleCleanup
proper report formulation
2025-07-08 20:35:52 -05:00
AzaezelX
192f997f26 proper report formulation 2025-07-08 20:35:32 -05:00
AzaezelX
280ce94cfc misc opengl cleanups
allow GFXGLDevice::setVertexStream to use all 4 streams
clean out volatilebuffers at GFXGLDevice::endSceneInternal().
2025-07-08 14:14:16 -05:00
Brian Roberts
8ffe96a9a8
Merge pull request #1518 from Azaezel/alpha41/preLoad3
shapes are optional for projectiles. not mandatory.
2025-07-07 16:51:00 -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
81c977e34d
Merge pull request #1517 from Areloch/NewModuleExecOrderFix
Flips the datablock order exec to always guarantee particle data is loaded ahead of emitter data when making a new module
2025-07-07 16:21:19 -05:00
JeffR
b9d9c52786 Flips the datablock order exec to always guarantee particle data is loaded ahead of emitter data when making a new module 2025-07-07 16:18:01 -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
Brian Roberts
aa918b0e7e
Merge pull request #1514 from Azaezel/alpha41/stepLively
further filtering for updatePlayerAttachment
2025-07-05 18:08:21 -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
Brian Roberts
c138d838bb
Merge pull request #1512 from Azaezel/alpha41/stepAlongNow
add grace hieght for pathshape snapping eval
2025-07-03 17:42:14 -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