Commit graph

70 commits

Author SHA1 Message Date
AzaezelX 3a7f3beb64 play steering thread on server so mounted objects like turrets can be linked to it 2024-05-02 21:01:16 -05:00
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 7552554ded dial back overly agressive setRest 2024-02-01 17:47:30 -06:00
AzaezelX 2a1ad5a5cc flyingvehicle hovercode tweaks
makes the presence of a hoverHeight a bit more of a barrier to punchthrough
assumes #1166 inclusion
2023-12-30 22:30:05 -06:00
AzaezelX 3c7d2b1b6a physics notes
based on https://github.com/TorqueGameEngines/Torque3D/pull/1165 and after further talks with @AtomicWalrus:
use the massbox or bounds box based  mRigid.setObjectInertia method
to reduce recirulating, combine resolvecollision and resolvecontacts
clamp seperation force for contact resolution
gravity normalized to earth standard (9.8,not 20)
take delta-time into account *once* for kinetic energy vs gravity rest checks
and for debug purposes, expose mRigid.atRest to the inspector to see if it's truly at reast or grinding calcs to minimal effect
2023-12-28 21:04:16 -06:00
AzaezelX 4e93c0543e hide scopealwaysshape from the "add" list, by consensus shive portals et al back to being tagged as volumes 2023-11-09 16:09:27 -06:00
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
AzaezelX 0f55389712 rigidshape and derivatives cleanups
dragforce for rigidshapes and children defaulted to a value it's own debuggers won't complain about out of the gate
removed duplicate invalidation for flying vehicle sounds causing network instability
removed redundant hovervehicle vars
2023-09-27 14:37:41 -05:00
AzaezelX 0c97732ae9 cleanups for disablemove
downshift the exposure of the entry to rigidshape so it and vehicles all have the button.
fix moving them after they've become atrest failing to apply gravity untill collided with or applyimpulse is called on them
de-duplicate vehicle networking in reguards to rigid body instance variable transmission
2023-09-22 19:02:26 -05:00
AzaezelX 0174cb215a report setWheelTire misfires like we do setWheelSpring 2023-03-26 11:54:46 -05:00
AzaezelX 416a35b2b9 shift setWheelSpring script command to use a char*, not a wheeledvehicle*
need to be able to tell what the attempted assignment is for reporting
2023-03-26 09:47:31 -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 ace18d0246 layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent 2023-01-24 19:30:09 -06:00
AzaezelX f07c8745b2 inspector cleanups
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
2023-01-24 17:12:23 -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 01ba573543 rigidshape and wheeledvehicle perf work
a) add more profiling for analysis
b)don't bother trying to update collision if we're set to imobility or not moving fast eough for even the contact velocity tolerance threshold to trip
c) updateforces and updateWheelParticles already trigger extendWheels(); . no need to do it a third time
2022-12-10 17:07:28 -06:00
AzaezelX 93faa243ac cleanups for sound assets
removed redundant get<foo>Profile calls, correctly used a few in proxmine
2021-11-27 00:32:25 -06:00
Robert MacGregor 2b15c9e89d * BugFix: Correct the vehicle types double-tapping their onAdd and onRemove callbacks - rigidShape handles dispatching the script callbacks. 2021-11-11 16:41:28 -05:00
AzaezelX 42d137f4a9 DECLARE_ASSET_ARRAY_SETGET is incompatible with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-03 15:20:08 -05:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
marauder2k7 6bec47d3fa -SoundAsset added init for enum types.
-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
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 30b57c0f95 More turns
-Flying Vehicle
-Proximinity Mine
2021-09-20 14:17:10 +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
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
rextimmy 5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
AzaezelX 516a05301f corrected and implemented a usage of shapeasset macros (and stray membervars touched). todo: shapebaseimage, debris. 2020-12-22 12:34:15 -06:00
Lukas Joergensen 5a994bdddc Rename GuiSpeedometer::mColor to mNeedleColor to avoid clash with parent 2020-11-15 21:30:45 +01:00
AzaezelX 3a67ddd34c so ok, looks like there's *still* wonkiness with processtick runing through from vehicle to rigidshape. we'll have to review that at a later date. mean time, explicitly specifying shapebase so folks can proceede with thier project requests 2020-10-02 14:44:43 -05:00
AzaezelX afb39d398f code review:
1) got rid of evey class having it's own gravity
2) rigidshape inheritance simplifications
3) gravitymod from physicszones taking buoyancy into account natively (we still track raw bouyancy to cancel it out for player)
4) disableMove used throughout
5) items can now also be influenced by the appliedforce from physicszones
2020-10-02 13:53:46 -05:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
AzaezelX fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
AzaezelX 245994dbdd Merge branch 'rigidshapeReorg' of https://github.com/Azaezel/Torque3D into alpha40_ReactiveRigidReorg
# Conflicts:
#	Engine/source/T3D/rigid.cpp
#	Engine/source/T3D/vehicles/vehicle.cpp
2020-01-22 05:33:47 -06:00
suncaller 31d0eb16f8 Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -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
Azaezel 77e9f3c6d4 CollisionState membervar clarification 2018-03-15 17:31:28 -05:00
Azaezel e85af7b4d8 XXXVehicle::updateEmitter cleanups 2018-03-14 17:41:29 -05:00
Azaezel 1c62080f7f cleaned up member::radius 2018-03-13 15:31:00 -05:00
Azaezel 654fc29dc2 bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -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
Francisco Montañés García 2707eaf322 Apply Camera FX on vehicle driver position. 2017-05-02 17:17:33 +02:00
Thomas "elfprince13" Dickerson ad4a5e5a88 reindented 2017-01-11 17:11:37 -05:00
Areloch 6164f36c47 Merge pull request #1784 from yourarcade/guiSpeedometerHud
Gui speedometer hud
2017-01-09 23:51:04 -06:00
Azaezel 1ee127b753 more unused variable cleanups 2016-10-16 14:41:34 -05:00
yourarcade 8d610787a2 Fix push/pop mismatch bug;add code to properly rotate, translate and render needle. 2016-09-25 17:48:27 -07:00
yourarcade 213b7020a3 Allow the gui to render for both vehicles and vehicle-mounted players. 2016-09-25 16:53:00 -07:00
OTHGMars 937b8830e1 Vehicle Mounting 2016-06-17 10:36:37 -05:00