it's getting there, but there have been a few spots noted where it eroneously corrupts text, so we'll have to pull this back out for a bit barring a proper resolution
getValueFromKey and getKeyFromValue.
both look to the left or right hand entry for the other one
example:
%array.add("startPos","0 0 0 ");
echo(">".%array.getValueFromKey("startPos"));
> 0 0 0
- 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)
unlike in the straight compile it now case it does in fact need to stick around. read injects the CodeBlock into a management system, so no worries about cleanup
Con::EvalResult CodeBlock::exec -
objectCreationStackIndex needs to be signed as we test if it goes sub-zero
ConsoleValue Namespace::Entry::execute -
compiler yells about returning a temp via std::move
bool TorqueScriptRuntime::executeFile -
report the name of the dso output file, not the source scxript input file
- Fixed formatting of resolution strings for the internal values, allowing them to be properly parsed and applied by the options menu/canvas
- Fixed display of Display Device on option's menu
- Fixed Issue of it not displaying any keybinds in keyboard/gamepad options if there's only a single actionmap
- Added 'hold to scroll' action to optionsMenu
- Added apply button to options menu
- Added remap button to options menu when on keyboard/gamepad keybinds categories
- Fixed up the remap logic so remapping a key only unbinds the matched device being bound, so binds for different devices are untouched
- Made keybinds options properly refresh when keybinds are changed
- Shifted keyboard "go" keybind for menu nav from Enter to Space for easier use
- Removed stick keybinds from gamepad
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
- Standardizes highlighting behavior between keybind and mouse highlighting of buttons
- Standardized onHighlighted callback for buttonBase
- Fixed handling of up/down nav with gamepad stick
- Added logic to make holding down nav keybinds iterate over buttons in menu lists
by locking in the material feature variation to ensure it uses vertex lighting due to colorization, as well as a few other switches, and applying an explicit vs default stateblock blend
do similar with moon so you don't have to set that to explicitly translucent either
Adds ability to select an actionmap for a GuiInputCtrl which will push it onto the stack, so menus can enact an action map
Update of the MainMenuGUI to fit new style and have the logic needed for KBM and gamepad navigation
Very early wipwork of OptionsMenu overhaul for new standard