Commit graph

39 commits

Author SHA1 Message Date
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