Commit graph

7255 commits

Author SHA1 Message Date
JeffR 8d63e3008e Adjusts final call invoke of when we spawn to after we have both the spawnObject type as well as a spawn position
Also adds a check so if we have spawned as just a camera, it scopes down to the client correctly
Correctly has the shortcut calls activate for the spawn override callbacks if no modules or gamemodes are able to respond to them
2025-01-07 07:14:48 -06:00
Brian Roberts cbc7b034bc
Merge pull request #1350 from Azaezel/alpha41/callonChildrenCorruption
fix callonchildren varargs
2025-01-06 16:10:50 -06:00
AzaezelX 385974ab55 fix callonchildren varargs
std::move eats the sent variable, so store off a temp when applying it multiple times
2025-01-06 15:55:53 -06:00
Brian Roberts 229afa8f5d
Merge pull request #1349 from marauder2k9-torque/PSSMShadow-Map-bugfix
Fix for bug reported by Rod
2025-01-06 10:22:51 -06:00
marauder2k7 59c52fc94c Fix for bug reported by Rod
Reverted to the original calc clip space aabb to fix flickering bug reported by Rod in discord. Unfortunately this reintroduces the original issue of faint shadows showing at all times on the first split. But shadows render correctly where they are expected. A full review of pssm is required for later updates to be made.
2025-01-06 14:24:39 +00:00
Brian Roberts 8274bbbca4
Merge pull request #1342 from Areloch/SpawnObjectOverrideOverhaul
SpawnObject Override Overhaul
2025-01-03 09:44:37 -06:00
JeffR 46f6f6a9da Added field to ModuleDefinition for priority, which can be used to process/sort them in priority order
Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group
Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys
Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another
Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
2025-01-03 00:37:25 -06:00
Brian Roberts 0f4b04253e
Merge pull request #1347 from marauder2k9-torque/cmake-libgit
Fix for cmake depends
2024-12-31 19:19:53 -06:00
marauder2k7 9f88688680 Create findPCRE.cmake 2024-12-31 14:22:18 +00:00
marauder2k7 f3a1388ff9 add find scripts
add cmake find modules.
2024-12-31 10:27:31 +00:00
Brian Roberts 7caf4464f9
Merge pull request #1345 from Azaezel/alpha41/PalletPoking
fix several missing palletbars
2024-12-29 16:46:02 -06:00
AzaezelX 6113373efc fix several missing palletbars 2024-12-29 15:59:08 -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
Brian Roberts 783f2a03b4
Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix
fix probe capturepoint nudge utility
2024-12-23 03:12:07 -06:00
JeffR c5ae9af0ae Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.
By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";

Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);

callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);

callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);

This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
2024-12-21 02:11:35 -06:00
Areloch a88aa7a007
Merge pull request #1311 from Areloch/SubScenes_Gamemode_PR
Implementation of Subscenes, SceneGroups and Gamemodes
2024-12-16 22:02:49 -06:00
AzaezelX 9eb87b9555 fix probe capturepoint nudge utility 2024-12-16 12:01:53 -06:00
JeffR bf9692a451 Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape
Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
2024-12-15 23:48:16 -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 0458228e1c Update processedMaterial.cpp
revert console spam
2024-12-14 18:58:31 +00:00
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
Areloch ad9da79e91
Merge pull request #1339 from marauder2k9-torque/assimp-cleanup
final cleanup
2024-12-12 09:51:37 -06:00
marauder2k7 87de724d31 final cleanup 2024-12-12 15:08:01 +00:00
Brian Roberts 70f546aafe
Merge pull request #1338 from marauder2k9-torque/AssimpImporter-update
Assimp importer update
2024-12-12 08:45:20 -06:00
marauder2k7 4a1d664b6a final commit get this merged 2024-12-12 14:32:20 +00:00
marauder2k7 13a6df35cc mac/linux fix 2024-12-12 01:02:36 +00:00
marauder2k7 dcedcdd6f8 test cases
apply transform to root before importing scene
2024-12-12 00:21:37 +00:00
marauder2k7 742b341bcd Update assimpAppNode.h 2024-12-11 21:12:55 +00:00
marauder2k7 66aa127fca delete these 2024-12-11 20:34:50 +00:00
marauder2k7 3966f561a6 Update assimpShapeLoader.cpp
missed that one
2024-12-11 19:33:21 +00:00
marauder2k7 aa294b37f6 final cleanup
cleanup types
cleanout unnecessary vars
only aboslutely necessary vars to collada utils remain, for tracking scale and up_axis etc.
2024-12-11 19:28:09 +00:00
marauder2k7 684f299e86 Update assimpShapeLoader.cpp
most uniform shape import across the formats....
2024-12-11 16:43:23 +00:00
marauder2k7 4ac9639a52 bkup commit
fbx details matching for skinned meshes, gltf still offset
2024-12-11 15:38:17 +00:00
marauder2k7 af6722f547 Update assimpShapeLoader.cpp
because of the convert to lefthand gltf all formats are good with Y_UP
2024-12-10 18:41:14 +00:00
marauder2k7 5beef47b23 dont autoconfig up axis set it explicitly for the formats 2024-12-10 16:46:29 +00:00
marauder2k7 28fcb8d68b animation update
updated how animations are handled from assimp
gltf timing now correct
2024-12-10 11:54:13 +00:00
marauder2k7 5f1c2a63e5 Update assimpShapeLoader.cpp
fix for mac and linux build
2024-12-10 00:41:23 +00:00
marauder2k7 ca6e26520b Update assimp importing
assimp importer now works for the most part for fbx and gltf
animations for gltf still need to be sorted out
2024-12-09 23:24:09 +00:00
Brian Roberts a232d780ac
Merge pull request #1337 from marauder2k9-torque/pssm-shadowmapping-improvement
some enchancements for shadowmapping
2024-12-09 15:18:09 -06:00
marauder2k7 d3f8fee74e update assimp lib 2024-12-09 20:22:47 +00:00
marauder2k7 ef9d33bc68 Update mPoint4.h 2024-12-09 18:08:54 +00:00
marauder2k7 80bd8f8117 some enchancements for shadowmapping
new /= operator in point4f
_calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max
_roundProjection matrix also optimized.
2024-12-09 17:54:48 +00:00
JeffR 61d9e82ce5 Adds FIELD_SpecialtyArrayField field type and handling for it in PersistenceManager, as well as a use-case of it for the surface field in ConvexShape 2024-12-07 13:20:30 -06:00
Brian Roberts 03a348deb7
Merge pull request #1335 from marauder2k9-torque/MaterialPreview-Skylight-fix
Material preview get skylight bake
2024-12-04 20:04:36 -06:00
marauder2k7 7810ee4f51 Update guiMaterialPreview.cpp
light movement now makes sense
2024-12-05 00:34:17 +00:00
marauder2k7 a92b9d0e2d code review with az
changes per review, frustum wasnt dirty... i like it dirty
2024-12-05 00:17:44 +00:00