Commit graph

158 commits

Author SHA1 Message Date
AzaezelX
e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX
f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
AzaezelX
eb8434c5a4 don't try and sort ribbon particles 2021-10-05 00:23:26 -05:00
Robert MacGregor
1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX
98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX
0c6ca6c701 conflict resolution 2021-09-29 12:38:47 -05:00
marauder2k7
3d7f092c52 Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/fx/lightning.cpp
2021-09-29 06:31:56 +01:00
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
76addc52eb Checks for emptyString in preload
Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
marauder2k7
4429de59b0 okay so addArray isn't even required. 2021-09-28 14:08:27 +01:00
marauder2k7
8a1d3f2021 Working thunder. These changes may need to be applied to other sound arrays or image arrays. 2021-09-28 13:56:35 +01:00
AzaezelX
44b81ace69 don't check a profile if we don't have a sound asset 2021-09-27 20:04:58 -05:00
AzaezelX
ef652ad8b9 clean out of the manual getSFXProfile() methods 2021-09-26 20:07:49 -05:00
AzaezelX
dba0899887 soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
lightning provides a conversion sample (attempt. it's still yelling)
2021-09-26 17:30:13 -05:00
AzaezelX
2181ce08c3 lightning ref fixes 2021-09-26 03:12:14 -05:00
AzaezelX
b83babe175 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements 2021-09-26 03:07:23 -05:00
AzaezelX
c150afebaa particle cleanups
misc dupe code cleanup bits.
safeties for the varous flavors of void ParticleEmitter::setup
ideally we circle back to break some of that logic on out to shared steps
2021-09-20 13:50:47 -05:00
marauder2k7
57aceb60fb QOC
Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7
e9d0f68b55 Preload all soundAsset
-Fixed: Preloads need to preload all soundAssets not just the ones it was preloading before.
2021-09-20 17:05:11 +01:00
marauder2k7
704eb27600 More Implements
-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
marauder2k7
1ea693fea6 SoundAsset Array
Few fixes to soundasset array to stop it complaining
2021-09-20 10:49:34 +01:00
marauder2k7
c92cfe3e81 SoundAssetImplements
-Explosion
-Lightning
-Splash

-Other sound asset implementations will require soundasset array if possible.
2021-09-20 09:37:31 +01:00
Areloch
2a8f8c15f3 Shifted long-form check/fetch of sound asset's SFXProfile to a convenience function
Fixed formatting on projectImporter.tscript file
2021-09-18 02:46:15 -05:00
Areloch
17d1253ba2 Converts precipitationData to use sound asset macros
Adds handling for soundProfile fields and lookups of sound assets by SFXProfile name in project importer
2021-09-15 00:41:23 -05:00
Robert MacGregor
3f34c9020e * [ParticleEmitter] BugFix: Make GCC happy by removing the inline specification on updateKeyData. 2021-08-14 18:22:30 -04:00
Areloch
426f5974da Corrected ShapeAsset array initpersist macro to assign arraySize
Uncommented line in preview build function for material assets so they generate the reduced preview image
Added cubeFace to cubemapData import processing vars checked
Updated ShapeBaseImageData convert vars to properly use asset var names
2021-08-08 23:44:17 -05:00
AzaezelX
b73353a446 we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. 2021-07-29 11:12:07 -05:00
Areloch
52c83d19e1 Added shapeFile field to TSForestItemData convert setting
Fixed modulePath not setting in some cases for project importer
Fixed not assigning drop and splash textures in precipitation
Fixed stringtable insert for sfxProfile
2021-07-28 12:01:17 -05:00
Areloch
5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
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
AzaezelX
cf0c7a2d11 particle emitter bounds box fix
take the distance particles can move over thier lifetime into account for emitter bounds.
in addition, don't zero out the y axis
2021-06-19 15:15:12 -05:00
AzaezelX
e96624032f ribbon particle resource port 2021-02-07 13:43:21 -06:00
Lukas Aldershaab
099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
Brian Roberts
4de1449c4b
Merge pull request #442 from rextimmy/gfx_cleanup
Removed old fixed function code from GFX.
2021-01-05 03:00:04 -06:00
rextimmy
5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
Areloch
bf5b26f734 Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
Creates a networked and non-networked variant of DECLARE_MATERIALASSET macro
2021-01-03 08:58:53 -06:00
Lukas Aldershaab
c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
AzaezelX
7c9d2f3ca2 groundcover requested augs
1) fadescale- allows an enduser to reduce drawdistance for groundcover via $pref::GroundCover::fadeScale
2) adds minslope, conformtonormal, and min/max rotations along the x and y axies
2020-06-13 12:18:41 -05:00
Areloch
240aa571de Merge branch 'alpha40_explodeNorm' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:18:35 -05:00
AzaezelX
fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
AzaezelX
3c0360fd2f uninitialized variables-afx 2020-05-11 13:54:23 -05:00
AzaezelX
d3059513e2 expose explosion.initialnormal to script for fine grained directional control 2020-03-26 17:09:01 -05:00
Areloch
6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
AzaezelX
8b4f3fea31 misc formatting fixes, and a removal of the
bool LightningData::preload(bool server, String &errorStr)
{...
dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
...}
call causing network stream corruption
2019-10-21 18:58:15 -05:00
Areloch
ae857faae2 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
suncaller
31d0eb16f8 Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
Areloch
11d9a13c6a Merge pull request #2255 from pacomont/Particles_go_downwind
Particles should go downwind (while windCoefficient >0)
2018-07-12 15:34:35 -05:00
Francisco Montañés García
f4be184d33 Particles should go downwind (while windCoefficient >0) 2018-05-09 18:24:21 +02:00
Azaezel
13334b4d5c Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Areloch
bc1b506205 Merge pull request #2146 from Azaezel/specializationShenanigans
changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel
f068664742 gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00