AzaezelX
9750e7dcc8
fix advanced shader editor slider blocker
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correct size of hullInactive filter and logic for it by adding a function ShapeEdColWindow::onColTypeSelected that goes off on any selection from the dropdown
2026-06-03 19:24:02 -05:00
Brian Roberts
c7be48130a
Merge pull request #1755 from Azaezel/alpha41/fixSetImageOptional
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fix optional skin param for ShapeBase::setImage
2026-06-02 15:34:19 -05:00
AzaezelX
6485d48e38
fix optional skin param for ShapeBase::setImage
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using the %obj.mountImage(image,slot,loaded,skin) skin option was not always properly applying.
reported by steve_yorksire, fixed by sir_skurpsalot: https://discord.com/channels/358091480004558848/580242040730943509/1510795740199260252
2026-06-02 13:46:25 -05:00
Brian Roberts
c58f6825dc
Merge pull request #1754 from Areloch/ShapeAssetCleanupRefactor
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ShapeAsset Cleanup and Standardization refactor
2026-05-31 16:29:21 -05:00
JeffR
d53892fb80
Corrected handling for invalid shapes using fallback shape on TSStatics
2026-05-31 16:22:12 -05:00
JeffR
b338510921
Minor fixes and corrections
2026-05-31 11:53:41 -05:00
Brian Roberts
ebd409c2e9
Merge pull request #1752 from marauder2k9-torque/ScriptFix-ParentCallWithoutThis
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Script Fix for Parent call that does not use %this
2026-05-31 11:36:15 -05:00
JeffR
de26f519f9
Adds logic to correctly write out a shape's materials as fields to the asset taml file so they can register as dependencies with the assetdatabase
2026-05-31 11:14:54 -05:00
JeffR
b44158cb89
Cleans up ShapeAsset of some unnecessary/redundant elements like extra material and animations tracking
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Removed the old SHAPE_ASSET macros
Implements AssetRef struct that acts as a universal wrapper for an templated AssetPtr and AssetId pair
Adds Type handling for AssetRef for ShapeAsset to unify handling in classes that utilize a shapeAsset, so assigning an assetPtr or an assetId will keep a record of the assignment in the event the assetPtr is invalid.
Update all classes that utilized the old SHAPE_ASSET macros to utilize the AssetRef struct and updated the class code to utilize it to provide much more clean and concise code that isn't blocked behind macro definitions
Added a new example class: shapeDatablockExample which allows render of a simple shape object utilizing a simple example datablock.
2026-05-31 01:19:26 -05:00
marauder2k7
721b84950d
Update compiledEval.cpp
2026-05-30 10:45:16 +01:00
Brian Roberts
c2c5674fe9
Merge pull request #1727 from marauder2k9-torque/AddField-ControlStruct-AddVisibility-control
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Adds a new FieldDescriptor struct
2026-05-27 14:55:10 -05:00
marauder2k7
7d9497ec75
fix
2026-05-27 20:20:07 +01:00
marauder2k7
52037b3e82
remove requirement of element count in array
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If we define an array field have every other field inside that array declared inherit its element count. Can be override with a .elements(N) if N is > 1.
2026-05-27 20:01:31 +01:00
marauder2k7
e97e7521f3
Convert sound asset
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Convert sound asset to use the new field constructors
Also add a simple example of the visibility control.
2026-05-27 20:01:31 +01:00
marauder2k7
e635344fba
Adds a new FieldDescriptor struct
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Use the field descriptor struct to add fields instead of the overloads
Adds a visibility function to control whether a field is visible in the inspector
EG:
ADD_FIELD("soundFile", TypeAssetLooseFilePath, Offset(mSoundFile, SoundAsset))
.doc("Path to the sound file.")
.elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS)
.onSet(&_setSoundFile);
the grammar can change to make these easier to work with, review changes carefully
2026-05-27 20:00:42 +01:00
Brian Roberts
92e32aa40a
Merge pull request #1724 from marauder2k9-torque/TSShapeResource-Loaders-Exporters-Assimp
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Groundwork for exporters and standardizing tsshape resource loading
2026-05-26 15:23:02 -05:00
marauder2k7
d6c32f3e35
only dsq should call import sequence
2026-05-26 11:33:06 +01:00
marauder2k7
4f32fec320
Update tsShapeOldRead.cpp
2026-05-25 00:28:03 +01:00
marauder2k7
ec2a55c535
few fixes
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Only export DSQ if we have a realmesh to pair with it.
When looking for the companion shape use the last '_' to strip instead of the first
2026-05-25 00:28:03 +01:00
marauder2k7
2895e98cbb
TSShape loader refactor
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final setup for assimp
Added assimp importers and exporters, removed defaulting to all
Added compression to tshape
added dts version to tshape and cmake
Update assimpShapeLoader.cpp
quick fix
fix previewing dsq ground work
automatically export dsq files for animations
Groundwork
Adds the same sort of model for registering loaders and exporters as is set out on gbitmap
Added a bit more safety around the assimp matrix fix to convert incoming models to torques coordinate system.
2026-05-25 00:28:03 +01:00
marauder2k7
fdecae153d
Merge remote-tracking branch 'upstream/development' into development
2026-05-24 20:42:46 +01:00
Brian Roberts
aacb9b713e
Merge pull request #1751 from marauder2k9-torque/SFXEmitter-fix-tracknotupdating
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Update sfxEmitter.cpp
2026-05-24 14:32:26 -05:00
marauder2k7
e4ff55b52c
Update sfxEmitter.cpp
2026-05-24 20:03:44 +01:00
marauder2k7
f607c24498
Update sfxEmitter.cpp
2026-05-24 19:51:18 +01:00
marauder2k7
2c1294d528
Merge remote-tracking branch 'upstream/development' into development
2026-05-24 17:42:07 +01:00
Brian Roberts
dae2a7714f
Merge pull request #1730 from marauder2k9-torque/SFXSystem-Refactor
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Sfx system refactor
2026-05-24 11:40:50 -05:00
Brian Roberts
3cf9d1f5d5
Merge pull request #1750 from Sir-Skurpsalot/Sir-Skurpsalot-player-patch-1
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Sir skurpsalot player patch 1
2026-05-24 11:22:07 -05:00
Sir-Skurpsalot
66a6c3dc87
Update player.cpp
2026-05-23 15:48:23 -06:00
Sir-Skurpsalot
40f22dc792
Update player.cpp
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Fixed validators for damage collision box fields to prevent console whinging
2026-05-23 14:18:03 -06:00
Brian Roberts
3661499b33
Merge pull request #1747 from Azaezel/alpha41/reverseLoop
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properly handle looping shapes moving backwards
2026-05-20 18:38:46 -05:00
AzaezelX
5994aae4f2
properly handle looping shapes moving backwards
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cameras too
2026-05-18 18:28:29 -05:00
Brian Roberts
1a3b97ffd1
Merge pull request #1745 from Areloch/PathShapeDataCRCFix
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Proper constructor for PathShapeData
2026-05-18 15:38:40 -05:00
JeffR
0c75b7ece5
Has the PathShapeData constructor proper initialize the mUseEase var which prevents the datablock CRC cache from failing to match.
2026-05-18 00:24:54 -05:00
marauder2k7
7054d83c5c
Merge remote-tracking branch 'upstream/development' into development
2026-05-17 16:57:21 +01:00
Brian Roberts
275bf3cd94
Merge pull request #1738 from Areloch/FixEditorCameraModeHandling
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Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently,
2026-05-16 11:10:35 -05:00
marauder2k7
86cb84efc8
Merge remote-tracking branch 'upstream/development' into development
2026-05-16 14:11:05 +01:00
Brian Roberts
0fc551b537
Merge pull request #1741 from Azaezel/damagemodelFilefix
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put damagemodel script files in the same pool as resources
2026-05-16 00:03:19 -05:00
AzaezelX
c4cca3ed1f
put damagemodel script files in the same pool as resources
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initServer callback is run the once
onCreateGameServer callback is run every mission load
for queueexec("filename",true); to work, that has to be from the same callback pool being executed.
given resources use the initServer, pool, shifted the damagemodel baseline there as well.
may want to revisit this one as time allows for quicker prototyping turnaround
2026-05-16 00:02:24 -05:00
Brian Roberts
26ff1b8dfe
Merge pull request #1740 from Azaezel/damagemodelTypofix
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cleanps for generalized PlayerData::damage with quick docs line for c…
2026-05-15 21:53:13 -05:00
AzaezelX
0e33b2c1d0
cleanps for generalized PlayerData::damage with quick docs line for clarity in the future
2026-05-15 21:51:57 -05:00
JeffR
dc65e80c34
Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently, allow for initializing the camera into another mode(like 3rd person), and properly toggling back and forth between the standard cam and whatever the other last camera mode was.
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Also adds callbacks so gamemodes/modules can provide custom camera modes.
This gives more control and integration of specialty camera types so it doesn't have to fight the editor's handling of camera modes/toggles.
2026-05-14 15:39:47 -05:00
Brian Roberts
30ce3de8f0
Merge pull request #1737 from Azaezel/alpha41/damageModel-fix_followup
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Alpha41/damage model fix followup
2026-05-13 12:09:27 -05:00
Brian Roberts
bcce7e7c09
Merge pull request #1735 from Sir-Skurpsalot/damageModel-fix
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Damage model fix
2026-05-13 12:08:48 -05:00
Sir-Skurpsalot
8c541f4c48
Merge branch 'development' into alpha41/damageModel-fix_followup
2026-05-13 10:56:55 -06:00
AzaezelX
a54695cfcc
filter directional damage display by %obj.healthFromMount
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also shift other contents from DamageModel::onCreateGameServer to DamageModel::initServer for consistency
2026-05-13 11:48:36 -05:00
marauder2k7
bc7596e1e3
Merge remote-tracking branch 'upstream/development' into development
2026-05-13 09:16:56 +01:00
Sir-Skurpsalot
093299bd83
Update player.tscript
2026-05-12 23:36:33 -06:00
Sir-Skurpsalot
a4760e33a1
Update DamageModel.tscript
2026-05-12 23:33:55 -06:00
Sir-Skurpsalot
a033692ea0
Merge branch 'TorqueGameEngines:development' into development
2026-05-12 23:22:55 -06:00
Sir-Skurpsalot
dd438557d5
Update player.tscript
2026-05-12 23:22:30 -06:00