Commit graph

8452 commits

Author SHA1 Message Date
marauder2k7
c81a809444 few more tweaks
check for mass first in joltBody so that we set dynamic early
2026-06-07 20:28:45 +01:00
marauder2k7
174e4d3329 Update joltPlayer.cpp
player should output sensors in overlapobjects so triggers can fire
return jumping...
2026-06-07 20:28:45 +01:00
marauder2k7
51f5d507ed multiple fixes,
JoltPlayer was getting physics from triggers
JoltWorld ray was colliding with triggers which made triggers collidable
few other fixes around making joltCollision shapes
2026-06-07 20:28:45 +01:00
marauder2k7
f3b9c65411 Update joltCollision.cpp
fix terrains, metersPerSample was 1.0 for warren (mSquareSize) and it was flagging an error,  mBlock size must be between 2 and 8 (bvh) for now treat it as pow 2
2026-06-07 20:28:44 +01:00
marauder2k7
4beee81c12 jolt build folder 2026-06-06 16:07:29 +01:00
marauder2k7
8acf7da95b initial commit jolt 2026-06-06 16:07:23 +01:00
Brian Roberts
0c2aa5328c
Merge pull request #1759 from Areloch/TSStaticFallbackShapePtrFix
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Adjusts the logic for collision and physics setup functions in TSStatic
2026-06-05 08:03:56 -05:00
JeffR
eade131ad2 Adjusts the logic for collision and physics setup functions in TSStatic because we utilize/allow for the fallback shape and so need to contend for if we have a shapeInstance but our shapeAsset ptr is invalid. 2026-06-05 01:56:09 -05:00
Brian Roberts
8adf692da5
Merge pull request #1756 from marauder2k9-torque/Update-Bullet
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Bullet required an update so that it would build again
2026-06-04 11:50:38 -05:00
Brian Roberts
0df3bea9ca
Merge pull request #1757 from Azaezel/alpha41/colFilterFix
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fix advanced model editor slider blocker
2026-06-03 19:45:41 -05:00
AzaezelX
9750e7dcc8 fix advanced shader editor slider blocker
correct size of hullInactive filter and logic for it by adding a function ShapeEdColWindow::onColTypeSelected that goes off on any selection from the dropdown
2026-06-03 19:24:02 -05:00
marauder2k7
13fa178cf6 update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
2026-06-03 15:08:51 +01:00
Brian Roberts
c7be48130a
Merge pull request #1755 from Azaezel/alpha41/fixSetImageOptional
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fix optional skin param for ShapeBase::setImage
2026-06-02 15:34:19 -05:00
AzaezelX
6485d48e38 fix optional skin param for ShapeBase::setImage
using the %obj.mountImage(image,slot,loaded,skin)  skin option was not always properly applying.

reported by steve_yorksire, fixed by sir_skurpsalot: https://discord.com/channels/358091480004558848/580242040730943509/1510795740199260252
2026-06-02 13:46:25 -05:00
Brian Roberts
c58f6825dc
Merge pull request #1754 from Areloch/ShapeAssetCleanupRefactor
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ShapeAsset Cleanup and Standardization refactor
2026-05-31 16:29:21 -05:00
JeffR
d53892fb80 Corrected handling for invalid shapes using fallback shape on TSStatics 2026-05-31 16:22:12 -05:00
JeffR
b338510921 Minor fixes and corrections 2026-05-31 11:53:41 -05:00
Brian Roberts
ebd409c2e9
Merge pull request #1752 from marauder2k9-torque/ScriptFix-ParentCallWithoutThis
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Script Fix for Parent call that does not use %this
2026-05-31 11:36:15 -05:00
JeffR
de26f519f9 Adds logic to correctly write out a shape's materials as fields to the asset taml file so they can register as dependencies with the assetdatabase 2026-05-31 11:14:54 -05:00
JeffR
b44158cb89 Cleans up ShapeAsset of some unnecessary/redundant elements like extra material and animations tracking
Removed the old SHAPE_ASSET macros
Implements AssetRef struct that acts as a universal wrapper for an templated AssetPtr and AssetId pair
Adds Type handling for AssetRef for ShapeAsset to unify handling in classes that utilize a shapeAsset, so assigning an assetPtr or an assetId will keep a record of the assignment in the event the assetPtr is invalid.
Update all classes that utilized the old SHAPE_ASSET macros to utilize the AssetRef struct and updated the class code to utilize it to provide much more clean and concise code that isn't blocked behind macro definitions
Added a new example class: shapeDatablockExample which allows render of a simple shape object utilizing a simple example datablock.
2026-05-31 01:19:26 -05:00
marauder2k7
721b84950d Update compiledEval.cpp 2026-05-30 10:45:16 +01:00
Brian Roberts
c2c5674fe9
Merge pull request #1727 from marauder2k9-torque/AddField-ControlStruct-AddVisibility-control
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Adds a new FieldDescriptor struct
2026-05-27 14:55:10 -05:00
marauder2k7
7d9497ec75 fix 2026-05-27 20:20:07 +01:00
marauder2k7
52037b3e82 remove requirement of element count in array
If we define an array field have every other field inside that array declared inherit its element count. Can be override with a .elements(N) if N is > 1.
2026-05-27 20:01:31 +01:00
marauder2k7
e97e7521f3 Convert sound asset
Convert sound asset to use the new field constructors
Also add a simple example of the visibility control.
2026-05-27 20:01:31 +01:00
marauder2k7
e635344fba Adds a new FieldDescriptor struct
Use the field descriptor struct to add fields instead of the overloads
Adds a visibility function to control whether a field is visible in the inspector

EG:
ADD_FIELD("soundFile", TypeAssetLooseFilePath, Offset(mSoundFile, SoundAsset))
            .doc("Path to the sound file.")
            .elements(SFXPlayList::SFXPlaylistSettings::NUM_SLOTS)
            .onSet(&_setSoundFile);

the grammar can change to make these easier to work with, review changes carefully
2026-05-27 20:00:42 +01:00
Brian Roberts
92e32aa40a
Merge pull request #1724 from marauder2k9-torque/TSShapeResource-Loaders-Exporters-Assimp
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Groundwork for exporters and standardizing tsshape resource loading
2026-05-26 15:23:02 -05:00
marauder2k7
d6c32f3e35 only dsq should call import sequence 2026-05-26 11:33:06 +01:00
marauder2k7
4f32fec320 Update tsShapeOldRead.cpp 2026-05-25 00:28:03 +01:00
marauder2k7
ec2a55c535 few fixes
Only export DSQ if we have a realmesh to pair with it.
When looking for the companion shape use the last '_' to strip instead of the first
2026-05-25 00:28:03 +01:00
marauder2k7
2895e98cbb TSShape loader refactor
final setup for assimp

Added assimp importers and exporters, removed defaulting to all
Added compression to tshape
added dts version to tshape and cmake

Update assimpShapeLoader.cpp

quick fix

fix previewing dsq ground work

automatically export dsq files for animations

Groundwork

Adds the same sort of model for registering loaders and exporters as is set out on gbitmap
Added a bit more safety around the assimp matrix fix to convert incoming models to torques coordinate system.
2026-05-25 00:28:03 +01:00
marauder2k7
fdecae153d Merge remote-tracking branch 'upstream/development' into development 2026-05-24 20:42:46 +01:00
Brian Roberts
aacb9b713e
Merge pull request #1751 from marauder2k9-torque/SFXEmitter-fix-tracknotupdating
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Update sfxEmitter.cpp
2026-05-24 14:32:26 -05:00
marauder2k7
e4ff55b52c Update sfxEmitter.cpp 2026-05-24 20:03:44 +01:00
marauder2k7
f607c24498 Update sfxEmitter.cpp 2026-05-24 19:51:18 +01:00
marauder2k7
2c1294d528 Merge remote-tracking branch 'upstream/development' into development 2026-05-24 17:42:07 +01:00
Brian Roberts
dae2a7714f
Merge pull request #1730 from marauder2k9-torque/SFXSystem-Refactor
Sfx system refactor
2026-05-24 11:40:50 -05:00
Brian Roberts
3cf9d1f5d5
Merge pull request #1750 from Sir-Skurpsalot/Sir-Skurpsalot-player-patch-1
Sir skurpsalot player patch 1
2026-05-24 11:22:07 -05:00
Sir-Skurpsalot
66a6c3dc87
Update player.cpp 2026-05-23 15:48:23 -06:00
Sir-Skurpsalot
40f22dc792
Update player.cpp
Fixed validators for damage collision box fields to prevent console whinging
2026-05-23 14:18:03 -06:00
Brian Roberts
3661499b33
Merge pull request #1747 from Azaezel/alpha41/reverseLoop
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properly handle looping shapes moving backwards
2026-05-20 18:38:46 -05:00
AzaezelX
5994aae4f2 properly handle looping shapes moving backwards
cameras too
2026-05-18 18:28:29 -05:00
Brian Roberts
1a3b97ffd1
Merge pull request #1745 from Areloch/PathShapeDataCRCFix
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Proper constructor for PathShapeData
2026-05-18 15:38:40 -05:00
JeffR
0c75b7ece5 Has the PathShapeData constructor proper initialize the mUseEase var which prevents the datablock CRC cache from failing to match. 2026-05-18 00:24:54 -05:00
marauder2k7
7054d83c5c Merge remote-tracking branch 'upstream/development' into development 2026-05-17 16:57:21 +01:00
Brian Roberts
275bf3cd94
Merge pull request #1738 from Areloch/FixEditorCameraModeHandling
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Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently,
2026-05-16 11:10:35 -05:00
marauder2k7
86cb84efc8 Merge remote-tracking branch 'upstream/development' into development 2026-05-16 14:11:05 +01:00
Brian Roberts
0fc551b537
Merge pull request #1741 from Azaezel/damagemodelFilefix
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put damagemodel script files in the same pool as resources
2026-05-16 00:03:19 -05:00
AzaezelX
c4cca3ed1f put damagemodel script files in the same pool as resources
initServer callback is run the once
onCreateGameServer callback is run every mission load
for queueexec("filename",true); to work, that has to be from the same callback pool being executed.

given resources use the initServer, pool, shifted the damagemodel baseline there as well.
may want to revisit this one as time allows for quicker prototyping turnaround
2026-05-16 00:02:24 -05:00
Brian Roberts
26ff1b8dfe
Merge pull request #1740 from Azaezel/damagemodelTypofix
cleanps for generalized PlayerData::damage with quick docs line for c…
2026-05-15 21:53:13 -05:00