Commit graph

1182 commits

Author SHA1 Message Date
marauder2k7 ce4d861658 Test PR for generating cubemap mips
note ibl skips prefilter step and prefilter just becomes the cubeRefl.getCubemap()

Generates cubemap mip levels after the bake correctly on DX side.
2024-04-18 07:56:52 +01:00
AzaezelX 785872d398 getPrefabByCHild should skip NULLs 2024-04-15 13:20:09 -05:00
AzaezelX 00bdc913b0 onAssetRefresh(); already chains. no need to call that again 2024-04-06 17:14:56 -05:00
AzaezelX 40d38cc1ec uneeeded 2024-04-06 16:48:02 -05:00
AzaezelX 5ff83138cf need to set state to ok post-load and pre-changesignal callback 2024-04-06 16:39:31 -05:00
AzaezelX 3ace31c68c crashfix work for hot-editing shape assets tied to tsstatics 2024-04-06 14:48:22 -05:00
marauder2k7 7874c0ae27 Merge remote-tracking branch 'upstream/development' into virtuals-override 2024-03-19 19:11:24 +00:00
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX bfc921da22 reload chain execution
for imageassets and materialassets, check any other assets using them, and uppon completion of reloading, kick off the using assets reload as well in serial
2024-03-17 21:30:19 -05:00
AzaezelX c7cc86b357 clamp spot angle to 179,
up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
AzaezelX de87d2f6ad fix guishapeedpreview not displaying IBL
note this *does* require a baked skylight in the main scene
todo: track down why a similar protocol does not operate for guimaterialpreview and guiobjectview
2024-02-10 13:36:55 -06:00
Brian Roberts 25a3c3325f
Merge pull request #1208 from jamesu/datachunker_refactor
Datachunker & FrameAllocator refactor
2024-02-09 20:32:39 -06:00
AzaezelX c9ac4ffbfe correct grouping 2024-02-05 21:02:41 -06:00
AzaezelX cea641b154 don't early out, *do* use case sensitive filename finding for the stringtable, and finally, don't even bother setting the mSoundpath here unless it's to clear it 2024-02-05 18:41:07 -06:00
AzaezelX ef858d726b remindernote: false for unchanged, true for changed 2024-02-05 14:40:24 -06:00
AzaezelX da9b9ed787 prelim refactor 2024-02-05 14:23:11 -06:00
James Urquhart 3781c7fae5 Add an alternate allocator for DecalManager; Also fix SFX weirdness. 2024-02-04 23:27:31 +00:00
Areloch 1e21cc678f Fixes the handling of imageAssets for array'd field types, as well as fixing the editor behavior of guiBitmapCtrl so the imageAssets correctly update the fields upon editing 2024-02-04 14:45:19 -06:00
Brian Roberts ddd2522fa6
Merge pull request #1201 from Areloch/Particle_Material_InitPersistField_Reorg
Updates the initPersistFields for ParticleData and Material
2024-02-04 00:10:51 -06:00
Brian Roberts f940360b96
Merge pull request #1199 from Azaezel/alpha41/sfxSafties
sfx safeties
2024-02-04 00:09:56 -06:00
Areloch af7b5cdb34 * Improved logic to better handle the callback kickoff for actionAnimations happening
* Also adds animation name to callback so you can work off which animation triggered it
2024-02-04 00:03:35 -06:00
Areloch b161e72e7f Updates the initPersistFields for ParticleData and Material to be properly organized with order and group to reflect how they're expected in the editors 2024-02-03 23:50:32 -06:00
Areloch da06fc1d96 * Fixes description for a few Scene methods
* Adds method to Scene to delete dynamic objects in the scene
* Add getNodeTransform to ShapeBase
* Add sanity check to AFX ea_update function to avoid divide by zero
* Adds ability to set color mul on GuiBitmapBorderCtrl like bitmapCtrl
* MatrixF utilty functions/operators
* Add ability to ignore an object in the containerBoxEmpty method call
* Adds some better initialization/sanity handling for resetWorldBox and resetRenderWorldBox for SceneObject
2024-02-03 23:42:26 -06:00
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
AzaezelX 7552554ded dial back overly agressive setRest 2024-02-01 17:47:30 -06:00
AzaezelX e5a7c73bbe remove arbitrary impact sound spam
1) don't call them when onimpact threshold isn't crossed.
2) *definitely* don't call them with an arbirtary /3 threshold
2024-01-21 13:05:37 -06:00
marauder2k7 1f99d8f14d Update convexShape.cpp
Convex shape values were changing on save, few quick tests point to this being the fix, need more extensive testing.
2024-01-20 04:15:04 +00:00
Brian Roberts 1d3dc339c9
Merge pull request #1169 from Azaezel/hovernotes
flyingvehicle hovercode tweaks
2024-01-08 17:10:11 -06:00
AzaezelX 22df872f2d allow misc health readouts to detect vehicles 2024-01-07 19:05:12 -06:00
Brian Roberts cf7e9f7a00
Merge pull request #1172 from Areloch/BaseUIUpdate_Wipwork
BaseUI Update
2024-01-05 14:30:00 -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 2a1ad5a5cc flyingvehicle hovercode tweaks
makes the presence of a hoverHeight a bit more of a barrier to punchthrough
assumes #1166 inclusion
2023-12-30 22:30:05 -06:00
AzaezelX 93abe5a49c cancel out momentums during updateforces if disablemove
increment forces on a per-contact basis, not a batch basis
2023-12-30 16:16:29 -06:00
AzaezelX e7b3a95f89 restitution sumation review: average, don't multiply 2023-12-29 00:26:26 -06:00
AzaezelX f3af564dee clean out resolvecontacts entirely 2023-12-28 21:28:23 -06:00
AzaezelX 783a757427 filter out self-collisions 2023-12-28 21:24:34 -06:00
AzaezelX 3c7d2b1b6a physics notes
based on https://github.com/TorqueGameEngines/Torque3D/pull/1165 and after further talks with @AtomicWalrus:
use the massbox or bounds box based  mRigid.setObjectInertia method
to reduce recirulating, combine resolvecollision and resolvecontacts
clamp seperation force for contact resolution
gravity normalized to earth standard (9.8,not 20)
take delta-time into account *once* for kinetic energy vs gravity rest checks
and for debug purposes, expose mRigid.atRest to the inspector to see if it's truly at reast or grinding calcs to minimal effect
2023-12-28 21:04:16 -06:00
AzaezelX 62e23d10b4 fix singular pobe capture 2023-12-06 21:06:26 -06:00
Brian Roberts c1eaa73ee6
Merge pull request #1151 from Azaezel/alpha41/fixCaptureFlag
probe capture fixes
2023-12-05 23:20:58 -06:00
Brian Roberts 378c5481ee
Merge pull request #1146 from Azaezel/alpha41/guiObjectViewObjections
Alpha41/gui object view objections
2023-12-05 23:20:21 -06:00
AzaezelX ff67efbb19 fix archlinux compilation issue 2023-12-05 21:56:11 -06:00
AzaezelX 8c38448428 probe capture fixes
review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change  GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
2023-12-05 13:32:03 -06:00
AzaezelX dc81e4e267 guiobjectview crash and compatibility fixes
rev1 wipwork
2023-11-29 14:04:20 -06:00
AzaezelX 155477492d fix updateAudioState null crash 2023-11-12 21:32:24 -06:00
AzaezelX 1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -06:00
AzaezelX 4e93c0543e hide scopealwaysshape from the "add" list, by consensus shive portals et al back to being tagged as volumes 2023-11-09 16:09:27 -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
AzaezelX 0303cadcc0 imageasset entries can be blank
don't spam the console. and definitely don't try and load it
2023-10-31 12:00:35 -05:00