Commit graph

301 commits

Author SHA1 Message Date
marauder2k7
987ff90467 named target functionality 2025-03-25 18:22:26 +00:00
marauder2k7
b2fe48ab8d more merge conflicts
fixed more merge conflicts (afxZodiac and MaterialDefinition)
Updated cubemapdata to use refactor asset
added new part to image_asset macro to create a private asset if the file exists.

updated reflectionProbe errors to actual function name where the error occurs.
2025-03-24 21:50:04 +00:00
marauder2k7
0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00
marauder2k7
e16a66f363 Revert "sound asset refactor init"
This reverts commit 2bf2da74a0.
2025-03-24 19:58:52 +00:00
AzaezelX
fcd2d38deb further validator cleanups
bump default fidelity from 0,0001 to 0.01
fix F32Range. needs to go from - to +, not smallest to largest positive value
fix several misasigned validator ranges. most of which use some form of -1 default to do a Special Thing
2025-03-18 14:06:33 -05:00
AzaezelX
f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
AzaezelX
bc9ed3e10a prexisting material asset safety check
from steve_yorkshire
don't try and create a new suffixed materiaAsset if one already exists
2025-03-01 17:17:24 -06:00
JeffR
0d338f2d51 * Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.
* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
2025-02-05 22:51:43 -06:00
marauder2k7
2bf2da74a0 sound asset refactor init 2025-01-23 22:16:35 +00:00
marauder2k7
d87655bb3a merge dev 2025-01-23 22:16:33 +00:00
marauder2k7
0f4d2d1689 material definition finished 2025-01-23 22:16:02 +00:00
marauder2k7
58119a4f82 more material def 2025-01-23 22:15:47 +00:00
marauder2k7
cebfdbc5ec material definition
changing the beast over to the refactor
2025-01-23 22:15:29 +00:00
marauder2k7
4d980e5406 various cleanups and fixes
basicClouds refactored
null dereference fixes in guiMenuBar
2025-01-23 22:14:05 +00:00
marauder2k7
eb746a1142 console spam
moved error printout in guiType guiControlProfile incLoadCount inside a check to make sure the profile has a bitmap asset set.

remove older typeImageAssetId from group and variable inspector classes
2025-01-23 22:13:49 +00:00
marauder2k7
22037bf94f moar refactors 2025-01-23 22:13:46 +00:00
marauder2k7
4d893f51cf gui image asset refactor
bitmap button popup ctrl ex
2025-01-23 22:13:21 +00:00
marauder2k7
fa8110ce8f all DECLARE_IMAGEASSET refactored 2025-01-23 22:12:55 +00:00
marauder2k7
24b374f545 cloud layer example 2025-01-23 22:12:54 +00:00
marauder2k7
eca0820134 init commit
start of attempt 3
2025-01-23 22:12:52 +00:00
Brian Roberts
69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -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
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
AzaezelX
f8f9e88dc6 correct malformed config passalong 2024-11-26 19:56:34 -06:00
Areloch
ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00
AzaezelX
00bdc913b0 onAssetRefresh(); already chains. no need to call that again 2024-04-06 17:14:56 -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
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
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
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
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
1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -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
marauder2k7
852ed8f225
Sfx playlist asset working (#1109)
* GroundWork

-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function

* Update sfxController.cpp

* SFXPlaylist data

-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled

* Update SoundAsset.cpp

to stop git ci complaining, assetImporter........

* Update SoundAsset.h

* sfxPlaylist

-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.

* Update SoundAsset.h

-updated asset array to return playlist or profile depending on what the asset is

* SFXPlaylist working

-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.

Still an exception when closing if using a playlist trips on line 355 of sfxSound

* Update sfxSound.h

* setSoundFile index null fix

* Update SoundAsset.h

* Update SoundAsset.h

* netstream safety in case of a null asset assignment

* Update sfxController.cpp

added safeties around a null playlist trying to play.

* Update with Az's asset err code changes

---------

Co-authored-by: AzaezelX <quillus@hotmail.com>
2023-10-21 17:19:02 -05:00
AzaezelX
e6c2fe78fb generateCachedPreviewImage needs loadShape() 2023-10-21 15:15:27 -05:00
AzaezelX
a8d640e311 clean up redundant loads, shift first load to getResource methods for sound and shape.
still need to properly sort image
2023-10-09 14:41:14 -05:00
AzaezelX
b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
Lukas Aldershaab
89b0c7f73b Console Refactor 2023-09-13 10:33:20 +02:00
Brian Roberts
a6f03897ed
Merge pull request #1016 from Azaezel/alpha41/mangledMath
clean up math varsize complaints
2023-05-08 21:28:49 -05:00
Areloch
667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00