AzaezelX
d9eea8e5be
make gcc happy
2021-10-11 16:25:37 -05:00
AzaezelX
e468c2bf73
add a bit of further clarity to soundasset code injectors
2021-10-11 14:38:14 -05:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
AzaezelX
10f2453cee
setget was causing active interference with INITPERSISTFIELD_SOUNDASSET_ENUMED
2021-10-02 23:24:46 -05:00
AzaezelX
19eb3c42f0
more enum work, now with somewhat clearer boundary names, and some debug spam for initpersistfields, and pack and unpack macros to help us try and trace why those are scrambling
2021-10-02 21:05:04 -05:00
AzaezelX
5c7069555a
filter out array entries without enum strings
2021-09-30 16:00:37 -05:00
AzaezelX
64a87ceba8
trim assetEnumNameConcat to 2 values, set INITPERSISTFIELD_SOUNDASSET_ENUMED to exclude maxValue
2021-09-30 13:46:03 -05:00
marauder2k7
3d7f092c52
Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
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# Conflicts:
# Engine/source/T3D/fx/lightning.cpp
2021-09-29 06:31:56 +01:00
AzaezelX
2630b4ada6
corrected and simplified the is<foo>Valid method macro injections
2021-09-28 18:50:35 -05:00
AzaezelX
776741770d
boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws
2021-09-28 18:16:14 -05:00
marauder2k7
6bec47d3fa
-SoundAsset added init for enum types.
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-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
AzaezelX
96891e5673
early out if any asset feed route results in explicitly being told to use an emptystring
2021-09-28 17:33:36 -05:00
marauder2k7
76addc52eb
Checks for emptyString in preload
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Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
AzaezelX
ad0c141189
use _set<assetname> for all network recipts of shapes, sounds, images and materials to ensure we at least try and fill that out whichever way is ghosted to us
2021-09-27 21:12:27 -05:00
AzaezelX
dba0899887
soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
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lightning provides a conversion sample (attempt. it's still yelling)
2021-09-26 17:30:13 -05:00
marauder2k7
1ea693fea6
SoundAsset Array
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Few fixes to soundasset array to stop it complaining
2021-09-20 10:49:34 +01:00
marauder2k7
3ad6d47ca9
Update SoundAsset.h
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-SoundAsset array setters getters and binds in place
2021-09-20 09:55:36 +01:00
AzaezelX
3d488bbbf0
macro cleanup
2021-09-09 13:29:31 -05:00
Areloch
cd1fd1ccf4
Merge branch 'SoundAssetInitRollin' of https://github.com/Areloch/Torque3D into Preview4_0
2021-09-04 01:38:22 -05:00
JeffR
56b0a0cb85
Initial hook-in of the sound asset's integration into sfxEmitter, as well as some fixups for editor/workflow usage.
2021-08-31 00:54:05 -05:00
AzaezelX
ee3ef531e2
ironically, overly paranoid checks were tripping warnings
2021-08-29 18:32:44 -05:00
AzaezelX
bdf6bd5c69
account for the possiblity of _set##name(StringTableEntry _in entries somehow getting punted nulls
2021-08-29 17:41:20 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Areloch
1942535923
Integrates sound and shapeAnimation assets into the importer
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Added drag-n-drop spawn action for soundAssets
2020-08-24 20:24:50 -05:00
Areloch
79ecc2f4a0
Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
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Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00
Areloch
ddfc416418
Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing
2019-05-04 11:49:42 -05:00
Areloch
ae5a43de70
Asset Browser initial implementation - Asset updates.
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Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00