Commit graph

30 commits

Author SHA1 Message Date
marauder2k7
74638c0f2c Asset data management
Added functions to AssetManager to pack/unpack assets using an id hash instead of their id string this cuts down how much data is sent across the network for assets

All asset macros updated to use this new functionality.
2025-12-09 10:05:39 +00:00
marauder2k7
e1bcced905 Update assetManager.cpp
load compiled binary if it exists and is newer than the asset file
2025-10-12 19:43:50 +01:00
marauder2k7
55afef7b3d Update assetManager.cpp
fs
2025-10-12 19:43:41 +01:00
marauder2k7
91fc70f15a Update assetManager.cpp 2025-10-12 19:43:39 +01:00
marauder2k7
f1658d2e1e add compile options to asset manager
CompileAll - allows us to compile all assets to binary
CompileModuleAssets - allows us to just compile assets for a specific module
CompileAsset - compile a single asset
2025-10-12 19:43:36 +01:00
JeffR
51a43d5be1 Fixed bad return type for AssetManager::getAssetLooseFile 2025-05-26 22:18:14 -05:00
JeffR
bb7ee38bf4 - Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
marauder2k7
6870a040e2 purge assets and clear image
image asset was missing a clear, passing a null value should clear the image asset and set it to null on materials.
2025-05-14 00:57:38 +01:00
marauder2k7
cbde207fdd Update assetManager.cpp
fix crash on exit
2025-05-12 22:58:52 +01:00
Brian Roberts
6cda97867c
Merge pull request #1452 from marauder2k9-torque/MEMORY-MANAGER-REFACTOR
Memory Manager Refactor
2025-05-12 15:31:06 -05:00
marauder2k7
e1c01cd49a Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-05-12 14:45:41 +01:00
marauder2k7
8926d1c32b Update assetManager.cpp
purgeAssets correctly on tear down of the asset manager
2025-05-12 11:50:21 +01:00
marauder2k7
e2c4f88faf plugging moar leaks
Namespace Leaks: these leaks would have been freed on app kill but they were still contaminating the log so free em.
Con::shutdown: gGlobablVars again another leak that would of been freed on app kill
AssetManager onRemove should be clearing its lists
Scripting language needs a free for its strings these destructors free after the rule is executed so the data is cached internally and then freed. This may be needed for other types in the union (should not be used on nodes just raw data)
2025-05-12 11:50:20 +01:00
marauder2k7
b630442683 Update assetManager.cpp
stop crash when dumping declared assets if the asset is private
2025-03-26 17:34:25 +00:00
JeffR
3442aceb0f Updates most of the handling of asset types to follow a more standardized type-registration system.
This streamlines much of the code and makes it easier to find and follow how different asset, object and file types are handled by the asset browser
Also clears out various bits of cruft and old commented blocks of code
2024-09-28 16:09:56 -05:00
Areloch
55697cffdb Streamlined baseUI profiles
Implemented audioOptions file with structure to comply to BaseUI options menu
Implemented majority of keybind remapping logic for options menu
2023-12-18 23:49:13 -06:00
JeffR
167f98b767 Expands ScriptAsset behavior to operate as a generic type-settable asset 2023-02-23 15:29:59 -06:00
AzaezelX
f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
JeffR
305e4851e0 Fixes issue with using Edit Asset in RMB menu in AB on datablocks where it wouldn't correctly recognize the datablock
Fixes issue where the local sfxProfile in a sfxEmitter would share pointer reference to the utilized shapeAsset's sound buffer, so when it's deleted it would nuke the soundAsset's buffer, causing reference exceptions
Adds includes to torqueConfig.h in several files that are blocked out with TORQUE_TOOLS to ensure that if the flag is on in the config file, the files are loaded/compiled as expected
Add sanity check to AssetManager::unloadAsset to ensure that the assetDef being unloaded was actually correctly loaded/registered into the console in the first place
2022-07-02 23:27:18 -05:00
OTHGMars
8148bdfcdd ModuleManager and AssetManager updated for T3D mount system.
Platform file calls replaced with Torque::FS calls when scanning for or loading files.
2021-01-11 05:03:00 -05:00
Areloch
40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
Areloch
66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch
3fa7a0d4fa Various fixes 2019-05-11 21:42:27 -05:00
Areloch
b79030ebb4 Tweaks to the Asset/Module info echo behavior to spam the console less. 2019-02-23 14:20:57 -06:00
Azaezel
41507d2dd5 shadowvar cleanup 2018-03-16 20:28:01 -05:00
Areloch
ae5a43de70 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Areloch
950723eb51 Implements support of autoloaded assets. 2017-10-14 22:10:42 -05:00
Masquara
15f67015d3 Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
Areloch
0ec9438429 The default configuration is for the asset database to automatically unload an asset when it's no longer referenced. This causes problems when we would delete objects and then go to make more instances that reference the same asset while the same mission is going.
So autounload is disabled to prevent excessive unloading of assets before the level is concluded.
2016-06-06 21:20:00 -05:00
Areloch
7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00