Commit graph

1732 commits

Author SHA1 Message Date
Brian Roberts bb1cd32838
Merge pull request #1386 from Azaezel/alpha41/oninspectDBFilter
add a datablock namespace hook for onInspect
2025-02-15 20:26:55 -06:00
AzaezelX 818d76d481 add a datablock namespace hook for onInspect 2025-02-15 17:38:11 -06:00
AzaezelX 516df48354 adds a built in detail map generator
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
2025-02-06 14:46:05 -06:00
Brian Roberts b47ffb2f28
Merge pull request #1379 from Areloch/VariousSubSceneFixes
Various Subscene Fixes
2025-02-06 12:16:49 -06:00
JeffR 0d338f2d51 * Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.
* 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
2025-02-05 22:51:43 -06:00
AzaezelX cf92b29898 take ao into account for the brdf diffuse component 2025-02-03 11:51:53 -06:00
Brian Roberts f71f4e051f
Merge pull request #1375 from Azaezel/alpha41/conoleCleanups
Don't report keybinds unless asked
2025-01-30 17:31:15 -06:00
AzaezelX 3797038664 Don't report keybinds unless asked
Do report where you're saving prefs
2025-01-30 17:29:31 -06:00
Brian Roberts cb63b382ff
Merge pull request #1373 from Azaezel/alpha41/matEDmangle
fix material editor becoming nonresponsive when specifically dragging…
2025-01-29 00:16:31 -06:00
AzaezelX 5a0b9a5120 fix material editor becoming nonresponsive when specifically dragging and dropping a texture 2025-01-29 00:16:03 -06:00
Brian Roberts cd2213de36
Merge pull request #1371 from Azaezel/afxZodiacFindings
Afx zodiac findings
2025-01-27 18:57:28 -06:00
Brian Roberts fdbac265b7
Merge pull request #1363 from marauder2k9-torque/ColorPicker-refactor
Color picker refactor rev2
2025-01-27 11:31:17 -06:00
marauder2k7 c4a6159faa Update core.tscript
change the execution order so sfx is initialized right after rendering
2025-01-26 21:04:52 +00:00
marauder2k7 7ffb27dab3 Update colorPicker.ed.gui 2025-01-23 19:24:11 +00:00
marauder2k7 d06a28041d Update colorPicker.ed.gui 2025-01-23 19:22:50 +00:00
marauder2k7 704e304eef display correct values
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.
2025-01-23 19:06:35 +00:00
AzaezelX 967fa62ddd shaders/common/ no longer exists 2025-01-23 11:19:27 -06:00
AzaezelX fa1380acc5 add missing shaderData defines. don't ask if something exists before creating it 2025-01-23 11:18:52 -06:00
marauder2k7 48ca98ca84 color palette saving
for now saves palette colours as their hex value. This will miss out on the alpha value.
2025-01-23 14:46:05 +00:00
marauder2k7 46192c3709 Eye dropper functionality
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)
2025-01-23 10:18:18 +00:00
marauder2k7 d5d7f9b91b missed glsl shader changes
missed a few glsl shader changes
fixed gradient to look correct with selected underlay colour
2025-01-22 21:32:07 +00:00
marauder2k7 5ca1c37fe9 more fixes for hsb conversion and gui updated 2025-01-22 19:14:40 +00:00
marauder2k7 29a9bd7917 ground work before gui 2025-01-22 17:21:46 +00:00
GATTOUMIDE 88b5bf9245 Fixes camera speed slider and minor gui adjustments 2025-01-22 00:04:01 -03:00
AzaezelX 52dbef6f5f correct misbehaving ibl
got turned around on which pass returned the surface.basecolor when ign orelighting was on.
refine dampen method o stop fighting grass
2025-01-20 19:45:22 -06:00
Brian Roberts a0d1eda965
Merge pull request #1358 from Azaezel/alpha41/saveAsSignature
fix level saveas
2025-01-18 22:04:36 -06:00
AzaezelX aea3879698 fix level saveas
.getCount()  != .count()
2025-01-18 22:02:56 -06:00
Brian Roberts 6b1a811689
Merge pull request #1355 from Azaezel/alpha41/roughTime
roughness was ramping up mip levels too slowly
2025-01-09 10:50:01 -06:00
AzaezelX 439438cd1f roughness was ramping up mip levels too slowly 2025-01-09 10:24:52 -06:00
AzaezelX 87024fe53a fix overdark default sun ambient setting 2025-01-08 18:18:07 -06:00
AzaezelX 59d6ec1a0f adjust spherical probe attenuation curve to steepen with to assist with blending 2025-01-08 11:13:04 -06:00
AzaezelX a4266a1336 fix distance falloff misassignmen. fix uninitialized attenuation in root probes 2025-01-07 23:48:34 -06:00
AzaezelX 5a2ec2731f shift attenuation to probes in general. 2025-01-07 16:58:50 -06:00
JeffR 8d63e3008e Adjusts final call invoke of when we spawn to after we have both the spawnObject type as well as a spawn position
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
2025-01-07 07:14:48 -06:00
Brian Roberts 8274bbbca4
Merge pull request #1342 from Areloch/SpawnObjectOverrideOverhaul
SpawnObject Override Overhaul
2025-01-03 09:44:37 -06:00
JeffR 46f6f6a9da Added field to ModuleDefinition for priority, which can be used to process/sort them in priority order
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
2025-01-03 00:37:25 -06:00
AzaezelX 6113373efc fix several missing palletbars 2024-12-29 15:59:08 -06:00
Brian Roberts 783f2a03b4
Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix
fix probe capturepoint nudge utility
2024-12-23 03:12:07 -06:00
JeffR c5ae9af0ae Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.
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
2024-12-21 02:11:35 -06:00
AzaezelX 9eb87b9555 fix probe capturepoint nudge utility 2024-12-16 12:01:53 -06:00
JeffR bf9692a451 Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape
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
2024-12-15 23:48:16 -06:00
JeffR 81ac23fd35 Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development 2024-12-15 18:39:03 -06:00
marauder2k7 66aa127fca delete these 2024-12-11 20:34:50 +00:00
JeffR e56df92002 Used the math from PathShape updating to standardize updating the transform of the child objects 2024-11-17 14:53:04 -06:00
JeffR 9ff2a56466 Fixed issue of mis-transforming child objects so rotation would be weird when rotating subscenes
Fixed issue of action buttons breaking with subscenes when going between child-object manip modes and not
2024-11-13 17:10:27 -06:00
JeffR e2d0cc1981 Fixes issue where Regenerate Bounds button for SceneGroup/SubScenes wasn't displaying by moving it to Editing inspector group
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
2024-11-05 20:14:36 -06:00
AzaezelX 218caea9e8 remove filtes on misbehaving brushes.
correct range defaults
2024-10-28 09:39:02 -05:00
JeffR 10d1aeca1f Shift tracking of dynamicObjects from strict child objects for Scenes, to tracking the objects but keeping them in the Cleanup Group to fix prefab loading behavior
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
2024-10-27 20:04:13 -05:00
AzaezelX 149f6cc5bf expose min/max height filters to terrain sculpting tab 2024-10-24 15:17:19 -05:00
AzaezelX 24933a1cc7 add min/max tile height entrys to painter, apply those to the general isvalid check for a given tile alteration. apply that to more brushes. 2024-10-24 13:37:45 -05:00