Commit graph

5028 commits

Author SHA1 Message Date
AzaezelX b28aaa8baa hovervehicle stabilizer fix for groundplane (and other things)
use the generic collisionmask for the stabilizer castrays
2025-08-26 11:59:05 -05:00
AzaezelX 3123935472 correct DECLARE_<foo>ASSET assigns
use string compare there, not pointer compares
2025-08-21 15:40:07 -05:00
Brian Roberts 2af8bf25d5
Merge pull request #1536 from Areloch/ForestEdDirtyFix
Fixes dirty status behavior of Forest Editor
2025-08-12 12:30:53 -05:00
JeffR ff2a4daa9f Ensures that when performing certain actions like painting, erasing, cutting or pasting, it will mark the forest editor as dirty so it will save as expected 2025-08-12 00:46:52 -05:00
AzaezelX 00ee42e2a8 fix directx rendertarget crash
asset brower previews were asserting due to a cornercase rt assignment
also ditch mipgen for rts targetting a texture profile that's marked as nomip, and adjust hdr uopsampling shader to compensate for overdarks
2025-08-11 23:21:20 -05:00
Brian Roberts 0404b743f6
Merge pull request #1534 from Areloch/EscapeMenuActionmapFixes
Fix escape menu keybind not working
2025-08-11 09:19:24 -05:00
JeffR c2a46e4b45 Make sure to actually remove the signal registration too 2025-08-11 00:09:54 -05:00
JeffR 970aba9766 Fixes design oversight where the general game menu keybind was being overridden due to order of operations issues with an offscreen canvas demoing the options menu
Fixed via several solutions to prevent issue from cropping up again.
Firstly, Adjusted behavior script-side so game menu keybind is pushed with the PlayGUI since almost every single game will use the game menu
Secondly, added logic so that the guiInputCtrl, when going to push an ActionMap(if it has one) will check if it's root canvas is active.
Thirdly, to allow guiInputCtrls to respond to a canvas becoming active, such as a GUi-on-Material surface displaying a menu and it's activated, an offscreen canvas becoming active now trips a signal that guiInputCtrl listens for.
2025-08-11 00:06:42 -05:00
AzaezelX 8d38fa0bc4 gl side mip sanity clamps 2025-08-06 12:57:59 -05:00
AzaezelX f2ffc8bd22 rangeclamp for mip guestimates for rendertargets to keep that from getting out of hand
(or try to. gls still not respecting it for some reason)
2025-08-05 14:52:31 -05:00
AzaezelX 36c906a72d allow "null surfaces" to register mResolveTargets to at least attempt to gen mips 2025-08-04 17:55:18 -05:00
AzaezelX 022f8d1732 set GFXTextureManager::_validateTexParams to respect sen mipcaps
also kill console spam
2025-08-04 14:36:11 -05:00
AzaezelX 3cdbd4e87e don't let GFXD3D11TextureTarget::deactivate() try to generate mips if we haven't told that target to do so 2025-08-04 14:11:00 -05:00
AzaezelX 7fcdd03b50 skip mip calculation for non pow2 textures if it's not for a rendertarget 2025-08-04 13:10:13 -05:00
AzaezelX 7aa4ea75a6 typofix 2025-08-04 12:48:22 -05:00
AzaezelX 65e92fc50c Merge branch 'development' into mipwip 2025-08-04 11:04:49 -05:00
Brian Roberts 07c67f2935
Merge pull request #1529 from Azaezel/alpha41/WaterGridGrinding
adress odd water values
2025-08-04 08:50:29 -05:00
Brian Roberts c7d966c0de
Merge pull request #1528 from marauder2k9-torque/Recast-Update
Recast refactor
2025-08-04 08:50:11 -05:00
AzaezelX cacd8a6064 mipwork, laregly courtesy of @mmarauder2k9-torque 2025-08-03 20:25:31 -05:00
JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
- Overhauls the material editor to simplify and streamline the logic behind it since the inspector does most of the work
- Tweak a few order positions of materialdefinition fields to work better
- Sets AO, Rough and Metal channel fields to use an enum type for human readability
- Updates the MaterialPreview gui control to work with assetIds
- MatEd now supports setting of parent material to inherit from
- Creating a new material now can prompt selecting an existing material to inherit from
- Can now edit the mapTo value of a material in the matEd
- New standalone Composite Texture Editor window for convering AO, Roughness and Metalness maps in a material to an ORMMap
- Can also star the creation of a composite texture via RMB context menu in AB on an image asset
- Moved logic of CubemapEditor from MatEd to it's own stuff
- Made ImageAsset fields now be more clear when they have nothing assigned, and also have a clear button to empty the field's value so it's consistent across the board
- Reorganized the layout of the gui and image files for the MatEd to be easier to navigate
- MaterialEditor now overlays the EditorGUI instead of being forcefully embedded in it, allowing easy editing of the MatEd Gui via the Gui editor
2025-08-03 12:03:02 -05:00
marauder2k7 f691188f74 tools build requirements 2025-08-03 10:18:23 +01:00
AzaezelX 96134e12ad adress odd water values
review of watergrid value exposure and transform saver usage
2025-08-02 15:04:43 -05:00
marauder2k7 78a553a74f clamp rendering cover points to 50 units
changes from az render cover points
2025-07-31 19:12:26 +01:00
marauder2k7 b9193072c1 fix for draw cone and draw cylinder
these werent rendering correctly and we suspect draw cone was trying to draw more than it was allocating. On a volatle buffer that causes issues.
2025-07-31 17:55:38 +01:00
marauder2k7 1b7768925b Update duDebugDrawTorque.cpp
revert back to static
because we chache the results of the buffer we cannot use volatile buffers, volatile buffers need to be resubmitted every frame to the ring buffer
2025-07-31 08:05:11 +01:00
marauder2k7 21095f777b Update gfxGLCircularVolatileBuffer.h
revert, that broke it more by upping memory
2025-07-29 16:08:51 +01:00
marauder2k7 267986a289 fix volatile buffer
change debugdraw to use volatile
fix volatile buffer wraparound
2025-07-29 15:20:22 +01:00
marauder2k7 d45c3794a5 Update gfxGLCircularVolatileBuffer.h
fix gl volatile buffer
2025-07-29 10:27:49 +01:00
marauder2k7 bad9d9b188 final cleanup and fixes
move the geo collection into each tile, seems to work better for large levels
add true to getnav in aiconver so it overwrites all goals
cache the triareas so we can use a tool later to modify them
2025-07-28 20:26:31 +01:00
marauder2k7 dc74f63d85 Update navMeshSelectTool.cpp
update gui info
2025-07-28 11:58:22 +01:00
marauder2k7 e8d56ca987 render the search for the testtool 2025-07-28 11:31:06 +01:00
marauder2k7 9d98d55b1e fix tree selection 2025-07-28 10:02:52 +01:00
marauder2k7 b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00
marauder2k7 24ec55e8bc cleanup
add select tool
cleanup more from guinaveditorctrl and scripts
2025-07-27 19:32:52 +01:00
marauder2k7 3946017556 add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00
marauder2k7 0b96579ada Update navMeshTestTool.h
fix linux and mac
2025-07-27 16:22:00 +01:00
marauder2k7 f730d0bf1c added spawning
Tile test tool now spawns classes and data
Test avoidance added to aicontroller and ainavigation
2025-07-27 12:43:19 +01:00
marauder2k7 a5e969a8fd render links in editor
Render the navmesh links in the guiNavEditor not the offmeshconnectiontool, this way they are always visible.
2025-07-26 10:48:49 +01:00
marauder2k7 cc047cf07f Update aiPlayer.h 2025-07-26 10:41:25 +01:00
marauder2k7 6d36e17d91 added navmesh tester tool
Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
marauder2k7 edf4d47be0 handle water verts
now we correctly mark water verts as water area and add the swim flag to them
2025-07-25 12:41:59 +01:00
marauder2k7 5c2ed84b24 duDebugDrawTorque add override
added an override flag to stop detour from setting our depth mask state. This was causing navmesh to draw through other objects when it wasnt meant to

Reset our bounds box for each draw cache
2025-07-25 11:11:58 +01:00
marauder2k7 496e427d76 add radius controls
update the scripts for the offmeshcontool
radius controlled by slider ctrl
2025-07-25 09:44:49 +01:00
marauder2k7 a0b4b8627f cleanup
Clean out the link vars and functions from guinaveditorctrl its now handled by the tool

offmeshcontool: Add ability to continue to draw from the last links end point holding shift
2025-07-25 08:46:55 +01:00
marauder2k7 2df2cb5c15 off mesh connection tool
Adds off mesh connection tool
upgrade functionality to allow setting the direction to be bi-directional
added immediate draw to duDebugDrawtorque so we can draw offmesh connections
2025-07-24 23:43:35 +01:00
marauder2k7 de1642c33e remove depth changes
changing depth between draw modes is a bit confusing to the viewer could revist

PolyAreas must start with 1, 0 = null area in recast.
2025-07-24 15:01:28 +01:00
marauder2k7 d1771756c2 updated drawmodes and rendering
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00
marauder2k7 30b9502e90 navmesh
cache tiles data if keep intermediate is on
(we only need to cache the results of recast)

fix tile generation (again)

Add !m_geo check so that buildTile can regen the geometry needed to build the tile again.
2025-07-23 21:02:44 +01:00
marauder2k7 1f21efc9e8 Update tileTool.cpp
fix linux
2025-07-23 16:05:15 +01:00
marauder2k7 80473e10b5 added first tool
Added the tileTool with the ability to select tiles
Abstraction layer for navmesh tools created.
2025-07-23 15:08:29 +01:00