splitTerrainMaps("data/some/file"); or makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
Few fixes to display float values if the inspector field asks for floats
Split Hsb out from colorI now linearColorF can return HSB from its own color without having to go through the colorI conversion, hopefully gets rid of rounding errors etc since we are only doing the calc once.
Adds eye dropper functionality
adds eye dropper button image supplied by jeff
adds a few missing asset files (due to in asset browser scan and add all loose files)
Also adds a check so if we have spawned as just a camera, it scopes down to the client correctly
Correctly has the shortcut calls activate for the spawn override callbacks if no modules or gamemodes are able to respond to them
Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group
Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys
Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another
Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);
callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);
callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);
This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
Added mode toggle for if changing the transform influences the child objects of a SubScene or not
Added onSelected/onUnselected callbacks for SimObjects to allow contextual behavior in the editor
Added functionality of programmatic/dynamic Tool Button Palettes
Added logic so when selecting SubScenes the world editor palette has new buttons for letting the move/rotate actions influence the child objects
Shifted to utilizing SimGroupInterator and persistenceManager to fix saving issues with SubScenes
Shifted to utilizing SimGroupIterator for Scene saving to standardize and minimize object misses
Changed prefab load file logic to add loaded child simgroup to rootscene for consistent tracking and avoiding conflicts with subScene's hijacking the ImmediateGroup var
Reduced duplication of build<type>field callback for inspectors
Added more standard field type lookups to inspector group when creating a field to avoid misses for types like 'F32' or similar.
Folded the added-on MinSize/MaxSize/SimgroupSelect fields for SimGroup editing into a single compound field and fixed bugs with it's behavior so it works as expected now