marauder2k7
efbe5e90f5
virtuals removed
...
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX
aa02e48c8d
add safeties for enum math across define boundaries
2023-04-26 22:27:35 -05:00
AzaezelX
c4ae6258cc
sound safeties and future notes
2023-02-26 17:26:43 -06:00
AzaezelX
15f7f04bee
standardize soundasset preloading for datablocks
2023-02-19 05:19:51 -06:00
AzaezelX
f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
2023-01-27 01:13:15 -06:00
AzaezelX
8821f62b0c
misc fixes
...
utilize specialty case soundarray macros.
slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
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
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
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
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
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
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Thomas "elfprince13" Dickerson
849a1c1eb1
merged numerous changes from upstream
2017-03-03 21:17:07 -05:00
Areloch
5c8a82180b
Merge pull request #1938 from John3/add_strikeObject
...
added strikeObject lightning feature
2017-02-04 23:10:12 -06:00
Johxz
84f610f2f2
fix tabs vs space, fix net strikepoints
2017-02-03 18:23:34 -06:00
Johxz
3cd82d9229
add strikeObject functionality feature
2017-01-31 18:38:09 -06:00
Johxz
381169c3c2
fix warningFlashes() of lighting
2017-01-31 15:25:50 -06:00
Areloch
80a2a8c29a
Fixed the fadeout coloration when using textures, as well as some cleanup for the code.
2017-01-23 18:52:30 -06:00
Areloch
ec8b657b71
Adds support for multiple textures used in the strike rendering per @RichardsGameStudio's help.
2017-01-19 19:15:50 -06:00
Areloch
c7b041f545
Fixes the debug netevent packing error by keeping the mStart value as it's proper 0-1 range until it gets to the client, using a temporary world-space var for finding strike target objects in the radius.
...
Also add a checker for if there is a texture or not set for the lighting bolt. If it use, set the stateblock description to support it and set the texture, if not, only utilize the color blend.
2017-01-16 22:11:32 -06:00
Ben Payne
0ffd7f5620
Fix member vars left uninitialized in constructors
2015-02-20 18:41:51 -05:00
Vincent Gee
acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
2014-11-03 22:42:51 -05:00
Thomas Fischer
cd978039ac
Merge pull request #635 from just-bank/engine-fixes
...
Various engine fixes
2014-05-23 14:09:00 +02:00
bank
a7756b5591
Renamed local variable so it doesn't interfere with the provided argument.
...
String errorStr should be filled in only when ::preload returns false.
2014-05-06 15:35:52 +04:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00