fix high-metalness object capture (had the lerp the wrong direction for canceling out NULL-ibl due to full metallic)
use dStrcmp for (Con::getVariable("$Probes::Capturing", "0") comparisons. and early out on rendering probes when we are capturing, not when we aren't.
* Updated PostFXEditor scripts to handle refreshing properly when certainl field types(assetId fields) are changed
* Adjusted display handling of slider values on guiGameSettingsCtrl to show 0.x decimal format instead of 0.xxxxx
* Fixed pad length of item names in guiTreeView for items that are marked to avoid console spam
* Fixed local offseting for popupMenus so scaled/offset window position doesn't cause the popup menu to offset from mouse click position(courtesy OTHG_Mars)
* Fix issue with terrain where, due to default value save validation, the global scope for the terrain collision list would be whiped when saving, causing players to fall through terrain. Moved to per-terrain convexLists
* Fixed issue with the core camera model mesh and updated references so camera bookmarks display properly
* Fixed console spam during asset browser initialization where it would try and expand the directory tree even though the dir tree isn't populated yet
* Fixed handling of Open File Location RMB menu action to properly deal with script and datablock types
* Removed unusuable "Create ___" asset type prompts from the RMB menus for the AB to avoid confusion
* Improved slider offset positioning for various popup sliders on editor toolbars
* Anchored the visibility popup menu to the button for more consistent formatting and better feel
* Shifted various visibility toggles from 'in place' on the menu buttons to functions, allowing it to also properly mark the menu entries as checked or not, improving usability
sceneObject:
UpdateXformChange(mat); operates on the parent object, so made no sense to shove it in void SceneObject::PerformUpdatesForChildren(MatrixF mat){
provide callbacks for when the parent/child relationship changes
simpath+camerapline+pathshape
provide a mechanism to embed a callback for a pathshape defined on a path node. example:
new Marker() {
seqNum = "7";
hitCommand = "TheCommand" // <------------------------------;
position = "-17.0856 -92.2349 4.00051";
rotation = "0.0334943 -0.254411 0.966516 179.495";
};
function PathShapeData::TheCommand(%this,%obj)
{
echo("Do the thing");
}
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
Fixes loading of modified surfaceTextures by properly inserting into stringtable
Fixes display of the active and default material previews in the ConvexShape editor
Adds buttons to hollow and recenter selected convex to tool window
Adds logic to SoundAsset's load sound to 'nudge' the SFX system to load the required data for first use
Shifts SimSoundAssetEvent constructor to utilize assetId instead of raw asset so we can safely fail if for whatever reason we end up default constructor'ing blanks
Standardizes the shapeImage playList lookup a bit into a common function and ensures that on packet receive we force an update of the state's sound
we were seeing vert type vs shadergen mismatches. this is a route to conform the former to the latter, which avoids generating a unique shader/processedmaterial combo
Fixed handling of TSStatics' materialSlot fields, where if the field has been changed, it properly loads the modified field and ensures the reskin action happens correctly.
Changed text on some context popup menu to better indicate the action Views loose files, not imports them
Makes the Loose File Viewer skip cached.dts files.
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups
Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable
Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy
Fixes handling of sliders in option menus to properly store and test unapplied values
Fixes handling of display device setting to properly store and test unapplied values
Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview.
Temp disables creating cubemap 'assets' via the RMB context menu in the AB
Added utility method to prefab to be able to get the internal simGroup that contains it's children
Adjusted logic for mounting items in GuiShapeEdPreview to utilize assetIds for the shapes
Moved the Asset and AssetBrowser editor settings populate functions to the AssetBrowser script to better organize things
Fixed command usage for General, Player and Observer spawn point creator entries to use the correct callback commands
Fixed logic for creator callback commands that don't just route through the class name based structure
Added RMB context menu actions for opening asset file or folder locations in OS file explorer
Fixed lookup of animation assets when editing a shape's animations in the shape editor so it provides the assetId of the anim if it exists
Fixes handling of mounting in the shape editor so it utilizes assets and the asset browser like everything else
Makes GUIAssets exec scripts before the gui file to allow onAdd methods to work
Adds missing getForestPath and getNavmeshPath methods and updates asset move logic to utilize them
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor