Commit graph

1534 commits

Author SHA1 Message Date
Sir-Skurpsalot
c6d35cc461
Update player.h 2026-05-11 16:24:09 -06:00
Sir-Skurpsalot
eab6f07d78
Update player.cpp 2026-05-11 16:22:53 -06:00
Brian Roberts
5bfaaeb5d6
Merge pull request #1723 from Azaezel/alpha41/ribbonRemoval
adress https://github.com/TorqueGameEngines/Torque3D/issues/97
2026-05-11 16:16:40 -05:00
Brian Roberts
ebefc62955
Merge pull request #1725 from Areloch/AssetReimportFixes
Various fixes for Asset Reimporting functionality
2026-05-11 16:15:54 -05:00
Brian Roberts
dbfd4d322c
Merge pull request #1728 from Azaezel/alpha41/easyNow
adds a pathshape useEase value.-on by default.
2026-05-11 16:13:53 -05:00
Brian Roberts
58d6038016
Merge pull request #1732 from Sir-Skurpsalot/tsStatic_fix
Update tsStatic.cpp
2026-05-11 16:13:28 -05:00
Brian Roberts
397f00c8aa
Merge pull request #1720 from Azaezel/alpha41/coOrbitalCrash
fix F32 Camera::getDamageFlash() recursion
2026-05-11 16:12:45 -05:00
Sir-Skurpsalot
11bbbbec6e
Update tsStatic.cpp 2026-05-11 15:07:17 -06:00
AzaezelX
f66454e47d adds a pathshape useEase value.-on by default.
camerasplines in general previously assumed you would always want to ease in and out at the first and final node. even when looping. adds an mUsease to it, and to pathshapedata to optionally shut that off. (on by default to behave as legacy)
2026-05-03 22:50:52 -05:00
JeffR
b54865aa74 Fixes the re-import behavior in the Asset Browser to properly prompt the reimport window with the indicated asset in the AB
Also fixes how the shapeConstructor is searched/parsed when doing reimports vs new import creations
Fixes incorrect assetId usage in some of the prototyping shape constructors so they match now
2026-05-02 11:35:20 -05:00
AzaezelX
c07f68a0a0 remove forceably shrinking the first and last pair of links. it doesn't fix the last quad emission issue, and it actively fights designer values 2026-04-26 15:57:42 -05:00
AzaezelX
0519d1069b adress https://github.com/TorqueGameEngines/Torque3D/issues/97
this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad.
we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be.
as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state)
for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.
2026-04-26 15:32:19 -05:00
JeffR
f6f06121ab Misc fixes associated to looseAssetFiles handling and lookups for LevelAssets
- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code
- Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist
- Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected
- Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently.
- Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest
2026-04-21 01:22:26 -05:00
AzaezelX
de709a5022 fix F32 Camera::getDamageFlash() recursion
if for some reason a camera ends up orbiting itself or another camera, make sure we don't look to the camera orbiting the camera orbiting the....
2026-04-19 17:45:57 -05:00
AzaezelX
95afee6937 AssetImportConfig::loadImportConfig safety
if no Settings* passed, report and skip trying to apply them to a nonexisent object
2026-04-19 11:52:44 -05:00
Brian Roberts
10cff00c23
Merge pull request #1713 from Azaezel/alpha41/PlayerExtendability
Allow Player class derivatives to override NumTableActionAnims
2026-04-19 08:05:18 -05:00
JeffR
defbaea2fe Implements misc fixes for the particle editor and particlesList inspector field
- Clicking the [...] button from the Particle Emitter tab now opens to the Particle tab *and* properly selects the particle data to be edited
- Selecting an emitter object in the map and opening the particle editor now selects the Particle Data to be edited
- Selecting a new Particle Data for a particles slot on a Particle Emitter in the editor now correctly updates the values and updates the field display
- Made it so if clicking [...] button on the ParticleEmitterData or other similar fields for objects, it will now open to the Particle editor instead of the Datablock editor
2026-04-19 02:18:05 -05:00
AzaezelX
0fd3c6b013 Allow Player class derivatives to override NumTableActionAnims
the player class (and resource derivatives, contain a mix of hardcoded animation names, as well as scriptable ones that can be tripped via playthread/setActionThread.
to determine if an animation within the stored vector is hardcoded or a scripted oneoff for that mesh, theres a demarcation at NumTableActionAnims for the up to 512 animation slots available.
when deriving from player, we must therefore allow that entry to be overridden for any class which adds additional hardcoded animations
therefore this introduces a datablock-level entry for the marked slot.
2026-04-14 15:24:04 -05:00
Areloch
0820cff8e2
Merge pull request #1705 from Azaezel/alpha41/soundsQuickfix
quick fix for misc sounds
2026-04-08 23:42:28 -05:00
Areloch
4fe0dd05b4
Merge pull request #1682 from marauder2k9-torque/RefBase-refactor
RefBase classes refactored to use smart pointers
2026-04-08 23:42:19 -05:00
AzaezelX
9ca436d193 quick fix for misc sounds
player and vehicle were not loading some of thier sounds.
we'll want to revisit this with a more comprehensive solution in the future, but this will at least allow folks to use the systems in place
2026-04-04 15:21:47 -05:00
Brian Roberts
6c94836654
Revert "client projectile origin tweak" 2026-04-01 16:06:43 -05:00
Brian Roberts
1ee72ff9bd
Merge pull request #1699 from Azaezel/alpha41/decalEd_pill
fix decal editor bounds and decalmanager raycast
2026-03-24 19:04:58 -05:00
marauder2k7
4a0a7d2b10 fix for hasaccumulation exception
There is an exception on teardown usually during a debug build that is caused during shapeBase onRemove calling hasAccumulation.

This fix reorders the hasAccumulation check to be before shapebase calls Parent::onRemove, and also hard sets the mMaterialList to NULL when setMaterialList is called
2026-03-23 12:22:54 +00:00
Areloch
b742f399e4
Merge pull request #1692 from Azaezel/alpha41/controllerCreaceCorrections
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controler hardening
2026-03-22 21:39:40 -05:00
AzaezelX
215830ca55 fix decal editor bounds and decalmanager raycast
we weren't accounting for texRects for decal atlases
2026-03-22 21:31:39 -05:00
Brian Roberts
1e2a3ffcf0
Merge pull request #1691 from Azaezel/alpha41/projectileProjection
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client projectile origin tweak
2026-03-19 16:02:25 -05:00
AzaezelX
a074146603 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/controllerCreaceCorrections 2026-03-17 15:46:45 -05:00
AzaezelX
ae67aaba4a controler hardening
work towards better handling of tightly overlapping corners and degenerate polysoup faces
2026-03-16 22:48:12 -05:00
AzaezelX
45e2a00f20 client projectile origin tweak
on the client, start the projectile simulation starting point at the rendered muzzlepoint (reminder server corrective packets will force it to converge as it goes along)
origional report/revision suggestion couressy loljester: https://discord.com/channels/358091480004558848/358091480004558849/1476994844005109893
2026-03-16 22:24:45 -05:00
Brian Roberts
58632d0d73
Merge pull request #1689 from ZombieSoul/fix-physics-player-collision
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Fix wrong variable in physics collision loop
2026-03-15 09:34:06 -05:00
ZombieSoul
014ab6991a Fix wrong variable in physics collision loop
In Player::updatePos(), when processing physics collision results, the code was incorrectly using col.object instead of colCheck.object when checking if the collision object is a player.

This caused:
- First iteration: col.object is uninitialized (zeroed), leading to null pointer access
- Subsequent iterations: col.object contains the previous iteration's value, causing incorrect type checks

The fix changes col.object to colCheck.object to properly check the current collision object.
2026-03-15 10:15:30 -04:00
marauder2k7
57766ba649 Update ImageAsset.cpp
the opened ddsfs file for pulling metadata was leaking. The FileStream function close does not delete the pointer to the original file only FileObject does this. It might be worthwhile instead to switch to using fileObject anywhere we use a filestream that way we can be at least somewhat safe in using the object and once it goes out of scope the raw pointer will be freed
2026-03-07 10:19:58 +00:00
marauder2k7
8c8c2591fe ref base use smart pointers 2026-03-06 08:44:44 +00:00
AzaezelX
0418aaa9db from marauder: cover corrections 2026-03-04 10:15:46 -06:00
AzaezelX
80f62573fe context safties
and from Marauder, hardened filename entry for con::evaluate/compileexec. if the string forwarded along is not a real filename, consider it an eval block
2026-03-02 11:38:20 -06:00
Brian Roberts
3e146f222a
Merge pull request #1674 from Azaezel/alpha41/nonInvertentialist
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don't flip invertroughness on by default
2026-02-24 17:51:14 -06:00
AzaezelX
2b6b56d0d9 don't flip invertroughness on by default 2026-02-24 17:03:12 -06:00
AzaezelX
627b9bc076 minor cleanups for https://github.com/TorqueGameEngines/Torque3D/pull/1672
for context Strings, use c_str(),
for triggers, use Con::getCurrentScriptModulePath() as otherwise, the "%this =" and "%obj=" injections will be treated as within the global scope. which is not allowed.
2026-02-24 15:04:38 -06:00
Brian Roberts
5981154102
Merge pull request #1672 from Areloch/ExpandedAssertContext
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Expanded Script Assert Context
2026-02-23 22:47:16 -06:00
Brian Roberts
26638a95c5
Merge pull request #1671 from Azaezel/alpha41/forgetMeNot
don't spool up new helper proxies if the goals are unchanged
2026-02-23 20:06:06 -06:00
JeffR
9084e81bc1 Shifted CodeBlock::smCurrentLineText to be a const char* so it's use is clearer
Ensured CodeBlock::smCurrentLineText is cleared at the end of execution
Tweaked and cleaned up the context lines passed along for further debugging data in the event of a script assert
2026-02-22 18:18:42 -06:00
JeffR
171211c4e2 Caches the processed line in CodeBlock for better assert reporting
Adds additional context on eval and evaluate calls to better isolate script executions that are throwing errors, such as via command fields or eval() calls.
2026-02-21 11:03:07 -06:00
AzaezelX
8e7af0bf55 don't spool up new cover proxies if those are unchanged either 2026-02-21 09:59:15 -06:00
AzaezelX
57890a4327 don't spool up new helper proxies if the goals are unchanged 2026-02-21 09:29:33 -06:00
AzaezelX
01b10cfb89 make reflectors optional
don't waste memory per object-instance on non reflective objects
2026-02-19 14:46:19 -06:00
AzaezelX
afb3ed0f27 more straightforward (and corrected) texcoord assignment 2026-01-26 12:45:57 -06:00
AzaezelX
b56867be55 clean up straight downward facing convexshape normals 2026-01-26 12:12:23 -06:00
Brian Roberts
84b2405efb
Merge pull request #1656 from Azaezel/alpha41/aiAugs
expanded movement state data for aicontrollers
2026-01-21 18:59:16 -06:00
AzaezelX
8411ae3c4b kill pointless line 2026-01-18 17:51:33 -06:00