Commit graph

22 commits

Author SHA1 Message Date
OTHGMars 8148bdfcdd ModuleManager and AssetManager updated for T3D mount system.
Platform file calls replaced with Torque::FS calls when scanning for or loading files.
2021-01-11 05:03:00 -05:00
Areloch e8564680e4 Better handling for finding modules by file path. Mainly used in asset importer 2020-12-02 23:57:17 -06:00
Lukas Joergensen fe09d6e125 ModuleSystem: Lookup CInterface methods when calling module create func 2020-11-15 21:30:45 +01:00
Lukas Joergensen a069496ad3 ModuleDefinition: Remove duplicate addProtectedField for ModuleId 2020-11-15 21:30:45 +01:00
Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 2020-10-04 00:00:01 +02:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
AzaezelX 466d03ffec adds a moduleDependencySort qsort callback, and uses it in the findModule method to massage the return vector by depends order 2019-10-05 07:53:43 -05:00
Areloch 07b8619bf3 Changed findModule default version value to 1 to match default module version number
Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
2019-08-28 00:56:24 -05:00
Areloch 02262b014a Removed test lines 2019-08-07 01:28:34 -05:00
Areloch 3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
Areloch 17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch b79030ebb4 Tweaks to the Asset/Module info echo behavior to spam the console less. 2019-02-23 14:20:57 -06:00
Lukas Joergensen 870ee9fb5b Integrate new CInterface into the engine-console 2018-04-21 12:04:15 +02:00
Glenn Smith 79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Areloch ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Lukas Joergensen 86a0ba44d3 Cleanup of the elements exposed to the console 2017-12-10 19:02:20 +01:00
Areloch 950723eb51 Implements support of autoloaded assets. 2017-10-14 22:10:42 -05:00
Masquara 15f67015d3 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
Thomas "elfprince13" Dickerson f0996f8c84 typo fix 2017-03-10 20:01:56 -05:00
Areloch 336020c102 Adds the ability for modules to flag if they override existing objects during their creation. 2017-03-02 00:18:24 -06:00
Duion 4b7eea5de0 Change back "enabled" values to lowercase
I noticed in 3.9 when opening and re-saving my mission files that all values that had "enabled = 1" written in the datablock like the spawnSpheres were changed to "Enabled =1" instead.
This changes it back to produce lowercase output.
Don't know if this is the right way, but it works, it disturbed me a bit in my version control that every mission I touched was updated with hundreds of changes on "enabled" into "Enabled" while all other entries are lowercase.
2016-07-31 19:25:35 +02:00
Areloch 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00