Commit graph

9 commits

Author SHA1 Message Date
Areloch
28c4bad74d Catches FPSGameplay module up to new gamemode and module paradigm
Adds additional args for callGamemodeFunction
Adds default Observer camera datablock
2019-10-04 21:00:58 -05:00
Areloch
142da31156 Added D3D error code interpreter
Added sanity check for findMatch
Finished most of asset importer logic to utilize settings system
Cleaned up code for finding associated files
Added General importer settings category and integrated logic for those settings fields
Updated logic in variableGroup to support callbacks in custom fields
Updated logic in variableInspector to better handle callbacks, as well as being able to manually update when manipulating fields
Updated scripts to utilize project settings values for playGUI and mainMenuGUI names
Improved module-oriented loading of materials
Added util function for populating custom fonts
2019-08-12 01:04:17 -05:00
Areloch
7dc03ae17a Implemented initial pass at proper client/server separation handling for module initialization
Added GameModeName to Scene
Added function to get number of active scenes
Added logic to level/client loading to enact gameplay mode logic driven by either Scene's GameModeName or project setting's default game mode
Added template module.cs file for module creation and adjusted new module logic in AssetBrowser to create off template
Updated FPSGameplay code to have deathmatchGame mode work with new GameMode logic
Updated EmptyLevel scene to define deathMatchGame as gamemode
Updated FPSGameplay module script to properly client/server initialize
2019-08-04 23:21:28 -05:00
Areloch
c50e292500 * Fixed old names of decal properties
Renamed the screenStartRadius and screenEndRadius properties in the bulletHoleDecal datablock and ScorchRXDecal datablock to fadeStartPixelSize and fadeEndPixelSize properties, respectively, to match names of the properties as defined in the decalData.cpp file, as noted in issue #1498
Among other possible fixes, this makes the size of the bullet hole decal's actually random in size now, instead of always being the exact same size.

@AlexBarys
2017-07-07 03:09:21 -05:00
Areloch
300fb06fd7 * Fixed misspelling of dragCoefficient property
As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.

@AlexBarys
2017-07-07 03:08:37 -05:00
AlexBarys
3336fa11ee Fixed misspelling of dragCoefficient property
As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.
2017-04-26 13:10:32 -04:00
Areloch
c74242309a Additional cleanup and add-in of files that were missed. 2017-03-27 00:36:23 -05:00
Areloch
ea595143e8 Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Areloch
d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00