Commit graph

37 commits

Author SHA1 Message Date
AzaezelX cce40efd35 fix particle glow
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
2025-11-13 14:29:25 -06:00
AzaezelX 4eae51992e shapes are optional for projectiles. not mandatory.
and stop yelling in the console mid way through loading.
2025-07-07 16:49:56 -05:00
AzaezelX e8ccb3443a try to load shapes during preload
it's half the point of the protocol
2025-07-06 19:51:55 -05:00
marauder2k7 1949ff9d7b projectile 2025-06-19 16:29:59 +01:00
AzaezelX f0c0f3c42c projectile augs
use impactforce to applyimpulse for stock physics too
add an optional explodeOnTmeout
for nonballistic projectiles, track if they hit something before their armingdelay is up, and delete them next simulation cycle
2025-04-16 13:08:39 -05:00
AzaezelX f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -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 33210c4a1e minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated 2021-10-14 15:05:49 -05:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
marauder2k7 76addc52eb Checks for emptyString in preload
Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
AzaezelX ef652ad8b9 clean out of the manual getSFXProfile() methods 2021-09-26 20:07:49 -05:00
AzaezelX b83babe175 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements 2021-09-26 03:07:23 -05:00
Robert MacGregor 55063601e6 * [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles. 2021-09-23 22:58:25 -04:00
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 0dddeeb6dd Corrects preload logic for projectiles to only fail if shape is specified, but failed to load
Corrects logic in Project Importer for if cubemapData is defined in material scripts, it can process them correctly.
2021-08-09 18:55:05 -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
Azaezel 654fc29dc2 bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
Marc Chapman c32c9557ab enhanced-projectile 2017-07-27 01:27:13 +01:00
Marc Chapman f9f05f154f datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
Marc Chapman 0b84fccdd2 substitutions -- Implementation of special substitution statements on datablock fields. 2017-07-26 20:18:27 +01:00
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
Daniel Buckmaster 2fbf6bdb9d Removed a space. 2015-04-27 21:30:09 +10:00
Azaezel 9e935c417b rotAroundNormal mangling outcome -reverted 2014-11-29 15:48:49 -06:00
Daniel Buckmaster feec36731e Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
LuisAntonRebollo 18ba0646c0 Increased stability Torqu3D: unit-tests running without a crash. See the console.log after ran unitTest_runTests( "", true ). @signmotion 2014-05-25 16:50:19 +02:00
Thomas Fischer cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
Azaezel a33e500b8d alters projectile decal application so that it picks a random rotAroundNormal when adding it to a scene. (keeps em from always pointing north or up) 2014-05-12 16:37:25 -05:00
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
DavidWyand-GG ba81917392 Fix for ballistic projectiles not bouncing
Ballistic projectiles are no longer bouncing when they collide, assuming
they have the correct properties set.  These changes move the point that
a projectile's velocity is zeroed during a collision to fix this.
2013-11-15 18:35:39 -05:00
Lukas Joergensen eacbb47681 Removed indentation fixes. 2013-05-15 21:24:57 +02:00
Lukas Joergensen 9bdeabf22c Now projectiles wont explode before they have been armed. Results in projectiles being able to collide with several objects before exploding. 2013-05-15 21:13:52 +02:00
thecelloman b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00