Commit graph

5327 commits

Author SHA1 Message Date
marauder2k7 91fc70f15a Update assetManager.cpp 2025-10-12 19:43:39 +01:00
marauder2k7 64605a5c00 Update assetManager_ScriptBinding.h 2025-10-12 19:43:38 +01:00
marauder2k7 f1658d2e1e add compile options to asset manager
CompileAll - allows us to compile all assets to binary
CompileModuleAssets - allows us to just compile assets for a specific module
CompileAsset - compile a single asset
2025-10-12 19:43:36 +01:00
marauder2k7 7d497383da adds json back to taml
Allow taml to be compiled and read as json

All of this was already there just was hidden from cmake and code was commented out so just a commit to reapply this. The rest is just some cleanup
2025-10-12 19:43:35 +01:00
AzaezelX bb41fd76c1 cmake cleanups
skip out on building zlib examples
set skip_install_rules to true to better support some pending third party libraries
2025-10-08 14:53:32 -05:00
Brian Roberts 7a0ae4c7af
Merge pull request #1570 from Azaezel/alpha41/consoleCleanupos
misc cleanups related to ranges
2025-10-07 18:07:05 -05:00
Brian Roberts 432318224e
Merge pull request #1571 from Azaezel/alpha41/evalExtension
eval echo aug
2025-10-07 18:06:55 -05:00
AzaezelX 9b65bf866c eval echo aug
allow endusers to dump out the contents of an eval'd string being attempted
2025-10-07 16:33:13 -05:00
AzaezelX bd44ee5341 misc cleanups related to ranges
gui padding is a >=0 element
guitabbookctrl.selectedPage defaults to -1
shape editor triggers derived from textrows must ensure they are actually loking aty an entry. -1 is the return value of" not found"
2025-10-07 16:31:24 -05:00
AzaezelX da2fd36dd2 add safeties for GuiShapeEdPreview animthread
bunch of spots we were assuming no one would ever script an invalid entry.
2025-10-06 17:47:11 -05:00
Brian Roberts 191e69e589
Merge pull request #1568 from Areloch/ShapeEditorFixupsAndImprovements
Updates the ShapeEditor with various fixes and QoL changes
2025-10-06 07:42:49 -05:00
JeffR c5a810ae06 Updates the ShapeEditor with various fixes and QoL changes
- Updates the position/extent of most of the labels and fields so they no longer cut off or overlap
- Added a new button for explicitly added sequences based on existing sequences. This lets the Add Sequence button be exclusive for adding in new sequences from external assets improving stability and making the general behavior more consistent
- Adding new sequence now prompts a window to pre-fill data like the sequence name, source sequence name and start/end frames
- Made the shapeConstruct handle the adding of sequences handle the lookup of external assets consistent to the rest of the engine
- Fixes name presentation for ShapeAnimationAssets in AB
- Adds separate dropdown for the sequence properties section for picking the desired source sequence name. This makes it possible to pick an external animation source AND the internal sequence name via the UI, instead of needing to script it by hand
- Fixed saving behavior to properly restore the playback thread
- Fixed saving behavior to not needlessly save the asset def when editing sequences but before you clicked the save button
- Made it so clicking the Assets tab in the select window opens the AB, but re-selects the Scene tab so you're not fighting which tab is selected
- Adjusted positioning defaults of all the windows so be more standard
- Fixed openShapeInShapeEditor behavior
2025-10-06 03:14:12 -05:00
Brian Roberts 4e266ecab8
Merge pull request #1567 from Azaezel/alpha41/zlibUpdate
upgrade zlib to 1.3.1
2025-10-05 23:33:00 -05:00
Brian Roberts 071de73021
Merge pull request #1566 from TristonC13/development
addressed some refBase.h warns
2025-10-05 23:32:50 -05:00
Brian Roberts a107273e0b
Merge pull request #1561 from Azaezel/alpha41/playerPoking
player extendabilty flexpoints
2025-10-05 23:32:40 -05:00
AzaezelX 8a54622bd7 upgrade zlib to 1.3.1 2025-10-05 14:16:49 -05:00
Triston Caton c24d0211bd more constexprs
# Conflicts:
#	Engine/source/core/util/refBase.h
2025-10-05 13:24:54 -04:00
Triston Caton 8d1e95b3f3 resolved constexpr constructor not mem-initializing member variables 2025-10-04 19:38:30 -04:00
Triston Caton 4fc85ba717 addressed some refBase.h warns 2025-10-04 17:18:38 -04:00
Brian Roberts ed717abaf7
Merge pull request #1565 from Azaezel/alpha41/DisMaxDist
change per slot maxdistance to maxSlotDistance
2025-09-30 17:14:56 -05:00
AzaezelX 2316c164e9 change per slot maxdistance to maxSlotDistance
it conflicts with the general xaxDisance
2025-09-30 17:14:30 -05:00
AzaezelX 5989bca127 playaudio related fixes
soundassets in general: initialize the ease to default
for the ShapeBase::updateAudioState, we never call that without first checking if the asset is defined, *and* isvalid is not valid if it's never tried loading it. so that's both redundant *and* actively counterproductive for a filter
2025-09-29 22:13:12 -05:00
AzaezelX b8e135759f player extendabilty flexpoints
set several variables and methods to prtected instead of private for ease of inheritance
2025-09-27 15:38:08 -05:00
Brian Roberts f1723bbb28
Merge pull request #1560 from marauder2k9-torque/assimp-armature-fixes
DSQ Fixes
2025-09-23 13:22:34 -05:00
marauder2k7 10acab1b07 more fixes
DSQ Fixes
2025-09-23 19:09:20 +01:00
AzaezelX b69c0d2a0f even more precice filtering for dts vs dsq 2025-09-23 11:52:50 -05:00
marauder2k7 2606b6366b Assimp just armature tests
Remove the check for incomplete scene
Move child recursion to assimpAppNode in BuildChildList
same for meshes
2025-09-23 15:59:24 +01:00
AzaezelX f5875dd5a2 reinforce dsq or dts filter 2025-09-23 08:51:24 -05:00
Brian Roberts a8d370038a
Merge pull request #1556 from Azaezel/alpha41/addMeshAug
allow the addmesh command to take shapeassets as an entry
2025-09-23 08:41:57 -05:00
AzaezelX d813be4ea0 allow the addmesh command to take shapeassets as an entry 2025-09-23 08:41:38 -05:00
marauder2k7 e55247e015 Update CMakeLists.txt
Skip adding properties to precompiled libs
2025-09-23 14:31:15 +01:00
Brian Roberts eb380e58a3
Merge pull request #1554 from Azaezel/alpha41/decalAtlasWipWork
decal atlas and decal editor corrections
2025-09-22 08:49:42 -05:00
AzaezelX 19822e119a take uv coordinates into account for decal projection box 2025-09-20 12:25:16 -05:00
Brian Roberts ba56a8861b
Merge pull request #1553 from Azaezel/alpha41/reskinShank
remove redundant reskin
2025-09-19 09:46:43 -05:00
AzaezelX 7f1b83f1c6 remove redundant reskin 2025-09-19 09:36:46 -05:00
AzaezelX 82435693dd decal atlas support work
allow a textureCoordCount to be used raw when texrows and coumns are not >1 in order to let the transmitted vector actually be used

correct and augment editDecalDetails to now read
      DecalEditorGui.editDecalDetails( %this.instanceId, %pos, %tan, %size, %uvID  );
it needed the word split to begin with, and also added the uvID for instance frame tracking/overriding
same token added a  getDecalFrame(%this.instanceId); method

todos: add a frame lookup and selector for the instance tab, modify decal display to account for non-square uv portions
2025-09-19 09:09:55 -05:00
JeffR 11548d2630 Added early-out check if we're already successfully loaded 2025-09-15 21:26:56 -05:00
JeffR ce1be5e881 Makes sure the loading code for terrain assets is properly assigned.
This ensures stuff like saving works properly.
2025-09-15 21:16:34 -05:00
AzaezelX cd5f897e55 dsqs area subset of dts data
ensure if an input file contains mesh data *and* an animation, thats a dts, if it's *just* an armature, that's dsq
also fix shapeanimation tooltip display
and for furutere utility,  TSShape::isShapeFileType(Torque::Path filePath); is now static since it only requires a path, not an object instance per-se
2025-09-14 15:18:03 -05:00
Brian Roberts dae9642ef8
Merge pull request #1549 from Azaezel/alpha41/filterForFBX
expand TSShape::addSequence filetype filtercheck
2025-09-13 17:08:31 -05:00
AzaezelX caae061b0e expand TSShape::addSequence filetype filtercheck
if we're going to be looking into additional file formats for animation sources, need to check all of the extensions
2025-09-13 10:14:52 -05:00
Areloch d7d64fdd9f
Merge pull request #1548 from Azaezel/alpha41/eventManagerSafeties
reformulation of subscriber message consumer
2025-09-12 00:46:56 -05:00
AzaezelX 6389b32f9b reformulation of subscriber message consumer
add extra safeties to subscriber message recipts

and just for good measure, don't bother listening for an event that will never be triggered
2025-09-11 22:28:44 -05:00
Brian Roberts 3bb948b431
Merge pull request #1547 from Azaezel/alpha41/nixFixProbePoke
fix filename referencing for isfile on unix derivative o/s's
2025-09-11 15:51:21 -05:00
AzaezelX 20924fb38d fix filename referencing for isfile on unix derivative o/s's 2025-09-11 14:57:56 -05:00
JeffR 50e05800f4 Fixes issues with shifting the gui selection dropdown to be searchable via the Ex control. 2025-09-06 19:28:14 -05:00
AzaezelX ba32094b7b update openal-soft to 1.24.3
keeping the alt 87514151c4 (diff-73a8dc1ce58605f6c5ea53548454c3bae516ec5132a29c9d7ff7edf9730c75be)
2025-09-03 11:09:27 -05:00
Brian Roberts 12db0500e8
Merge pull request #1543 from Azaezel/alpha41/curdledCurl
redundant file cleanup
2025-08-26 18:40:23 -05:00
Brian Roberts 9b266cc6bd
Merge pull request #1542 from Azaezel/alpha41/stabbyStabilizers
hovervehicle stabilizer fix for groundplane (and other things)
2025-08-26 18:40:14 -05:00
AzaezelX d345640298 redundant file cleanup
httpobject is a curl-modeule dependent class. that already exists in the curl module
2025-08-26 18:35:00 -05:00
AzaezelX b28aaa8baa hovervehicle stabilizer fix for groundplane (and other things)
use the generic collisionmask for the stabilizer castrays
2025-08-26 11:59:05 -05:00
Brian Roberts e73efc13c4
Merge pull request #1541 from Areloch/MiscFixes_20250825
Misc small fixes, improvements and QoL tweaks
2025-08-26 01:43:57 -05:00
JeffR 9c654d7932 - Fixes the display of the preview in the MaterialAsset fields
- Hides the special-case direct filepath field for ShapeAsset persist fields macro
- Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily
- Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true
- Adds isValid utility function to AssetPtr
- Added new field flag that makes the field not write out to file
- Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors
- Fixed group filtering check of guiInspector to ignore case
- Removed unneeded isFile checks for common datablock script files in Prototyping module script
- Removed test datablocks from Prototyping module
- Removed unnecessary container control from AssetBrowser
- Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window
- Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly
- Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer
- Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree
- Added ability to explode prefab to RMB menu on scene tree
- Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree
- Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with
- Added sanity check to datablock editor creation
- Fixed preview display of material in Decal Editor
- Made compositeTextureEditor use the cached preview of images
- Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor
- Fixes MaterialEditor to properly save the group collapse state when editing
- Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable
- Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show
- Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0
- Removed unneeded top tabbook and tab page for main editor panel
- Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset
- Resized Object Builder window to not cut off elements and have enough width to show more data
- Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field
- Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info
- Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not
-
2025-08-25 23:35:28 -05:00
Brian Roberts 6ee643d137
Merge pull request #1540 from Azaezel/alpha41/tabCycling
add tab cycling between inspector sub-elements
2025-08-24 19:57:05 -05:00
Brian Roberts 5a6ff8d118
Merge pull request #1537 from Azaezel/alpha41/wonkyWheels
skip transmitting server authorative wheel spin
2025-08-24 14:29:44 -05:00
AzaezelX 67f4ce44a6 add tab cycling between inspector sub-elements
for linked values like position, scale, extents ect
2025-08-24 12:11:31 -05:00
AzaezelX 3123935472 correct DECLARE_<foo>ASSET assigns
use string compare there, not pointer compares
2025-08-21 15:40:07 -05:00
AzaezelX a0bd5dd426 from marauder: sleep threshold work 2025-08-19 08:49:05 -05:00
AzaezelX d5a111e9ff set isAtRest report to read-only 2025-08-19 08:29:50 -05:00
AzaezelX 5ea10f1cfc skip transmitting server authorative wheel spin
it's not in itself a force-injection, so we can just use the existing calcs (also. fix the exisitng calcs so slippling is properly cleared)
in addition, rigidshaeps shouldn't be trying to resolve collisions with things mounted to them any more than they should self-collide. it's a hard-locked relational association
2025-08-16 20:38:32 -05:00
Brian Roberts 2af8bf25d5
Merge pull request #1536 from Areloch/ForestEdDirtyFix
Fixes dirty status behavior of Forest Editor
2025-08-12 12:30:53 -05:00
JeffR ff2a4daa9f Ensures that when performing certain actions like painting, erasing, cutting or pasting, it will mark the forest editor as dirty so it will save as expected 2025-08-12 00:46:52 -05:00
AzaezelX 00ee42e2a8 fix directx rendertarget crash
asset brower previews were asserting due to a cornercase rt assignment
also ditch mipgen for rts targetting a texture profile that's marked as nomip, and adjust hdr uopsampling shader to compensate for overdarks
2025-08-11 23:21:20 -05:00
Brian Roberts 0404b743f6
Merge pull request #1534 from Areloch/EscapeMenuActionmapFixes
Fix escape menu keybind not working
2025-08-11 09:19:24 -05:00
JeffR c2a46e4b45 Make sure to actually remove the signal registration too 2025-08-11 00:09:54 -05:00
JeffR 970aba9766 Fixes design oversight where the general game menu keybind was being overridden due to order of operations issues with an offscreen canvas demoing the options menu
Fixed via several solutions to prevent issue from cropping up again.
Firstly, Adjusted behavior script-side so game menu keybind is pushed with the PlayGUI since almost every single game will use the game menu
Secondly, added logic so that the guiInputCtrl, when going to push an ActionMap(if it has one) will check if it's root canvas is active.
Thirdly, to allow guiInputCtrls to respond to a canvas becoming active, such as a GUi-on-Material surface displaying a menu and it's activated, an offscreen canvas becoming active now trips a signal that guiInputCtrl listens for.
2025-08-11 00:06:42 -05:00
AzaezelX 8d38fa0bc4 gl side mip sanity clamps 2025-08-06 12:57:59 -05:00
AzaezelX f2ffc8bd22 rangeclamp for mip guestimates for rendertargets to keep that from getting out of hand
(or try to. gls still not respecting it for some reason)
2025-08-05 14:52:31 -05:00
AzaezelX 36c906a72d allow "null surfaces" to register mResolveTargets to at least attempt to gen mips 2025-08-04 17:55:18 -05:00
AzaezelX 022f8d1732 set GFXTextureManager::_validateTexParams to respect sen mipcaps
also kill console spam
2025-08-04 14:36:11 -05:00
AzaezelX 3cdbd4e87e don't let GFXD3D11TextureTarget::deactivate() try to generate mips if we haven't told that target to do so 2025-08-04 14:11:00 -05:00
AzaezelX 7fcdd03b50 skip mip calculation for non pow2 textures if it's not for a rendertarget 2025-08-04 13:10:13 -05:00
AzaezelX 7aa4ea75a6 typofix 2025-08-04 12:48:22 -05:00
AzaezelX 65e92fc50c Merge branch 'development' into mipwip 2025-08-04 11:04:49 -05:00
Brian Roberts 07c67f2935
Merge pull request #1529 from Azaezel/alpha41/WaterGridGrinding
adress odd water values
2025-08-04 08:50:29 -05:00
Brian Roberts c7d966c0de
Merge pull request #1528 from marauder2k9-torque/Recast-Update
Recast refactor
2025-08-04 08:50:11 -05:00
AzaezelX cacd8a6064 mipwork, laregly courtesy of @mmarauder2k9-torque 2025-08-03 20:25:31 -05:00
JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
- Overhauls the material editor to simplify and streamline the logic behind it since the inspector does most of the work
- Tweak a few order positions of materialdefinition fields to work better
- Sets AO, Rough and Metal channel fields to use an enum type for human readability
- Updates the MaterialPreview gui control to work with assetIds
- MatEd now supports setting of parent material to inherit from
- Creating a new material now can prompt selecting an existing material to inherit from
- Can now edit the mapTo value of a material in the matEd
- New standalone Composite Texture Editor window for convering AO, Roughness and Metalness maps in a material to an ORMMap
- Can also star the creation of a composite texture via RMB context menu in AB on an image asset
- Moved logic of CubemapEditor from MatEd to it's own stuff
- Made ImageAsset fields now be more clear when they have nothing assigned, and also have a clear button to empty the field's value so it's consistent across the board
- Reorganized the layout of the gui and image files for the MatEd to be easier to navigate
- MaterialEditor now overlays the EditorGUI instead of being forcefully embedded in it, allowing easy editing of the MatEd Gui via the Gui editor
2025-08-03 12:03:02 -05:00
marauder2k7 f691188f74 tools build requirements 2025-08-03 10:18:23 +01:00
AzaezelX 96134e12ad adress odd water values
review of watergrid value exposure and transform saver usage
2025-08-02 15:04:43 -05:00
marauder2k7 78a553a74f clamp rendering cover points to 50 units
changes from az render cover points
2025-07-31 19:12:26 +01:00
marauder2k7 b9193072c1 fix for draw cone and draw cylinder
these werent rendering correctly and we suspect draw cone was trying to draw more than it was allocating. On a volatle buffer that causes issues.
2025-07-31 17:55:38 +01:00
marauder2k7 1b7768925b Update duDebugDrawTorque.cpp
revert back to static
because we chache the results of the buffer we cannot use volatile buffers, volatile buffers need to be resubmitted every frame to the ring buffer
2025-07-31 08:05:11 +01:00
marauder2k7 21095f777b Update gfxGLCircularVolatileBuffer.h
revert, that broke it more by upping memory
2025-07-29 16:08:51 +01:00
marauder2k7 267986a289 fix volatile buffer
change debugdraw to use volatile
fix volatile buffer wraparound
2025-07-29 15:20:22 +01:00
marauder2k7 d45c3794a5 Update gfxGLCircularVolatileBuffer.h
fix gl volatile buffer
2025-07-29 10:27:49 +01:00
marauder2k7 bad9d9b188 final cleanup and fixes
move the geo collection into each tile, seems to work better for large levels
add true to getnav in aiconver so it overwrites all goals
cache the triareas so we can use a tool later to modify them
2025-07-28 20:26:31 +01:00
marauder2k7 dc74f63d85 Update navMeshSelectTool.cpp
update gui info
2025-07-28 11:58:22 +01:00
marauder2k7 e8d56ca987 render the search for the testtool 2025-07-28 11:31:06 +01:00
marauder2k7 9d98d55b1e fix tree selection 2025-07-28 10:02:52 +01:00
marauder2k7 b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00
marauder2k7 24ec55e8bc cleanup
add select tool
cleanup more from guinaveditorctrl and scripts
2025-07-27 19:32:52 +01:00
marauder2k7 3946017556 add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00
marauder2k7 0b96579ada Update navMeshTestTool.h
fix linux and mac
2025-07-27 16:22:00 +01:00
marauder2k7 f730d0bf1c added spawning
Tile test tool now spawns classes and data
Test avoidance added to aicontroller and ainavigation
2025-07-27 12:43:19 +01:00
marauder2k7 a5e969a8fd render links in editor
Render the navmesh links in the guiNavEditor not the offmeshconnectiontool, this way they are always visible.
2025-07-26 10:48:49 +01:00
marauder2k7 cc047cf07f Update aiPlayer.h 2025-07-26 10:41:25 +01:00
marauder2k7 6d36e17d91 added navmesh tester tool
Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
marauder2k7 edf4d47be0 handle water verts
now we correctly mark water verts as water area and add the swim flag to them
2025-07-25 12:41:59 +01:00
marauder2k7 5c2ed84b24 duDebugDrawTorque add override
added an override flag to stop detour from setting our depth mask state. This was causing navmesh to draw through other objects when it wasnt meant to

Reset our bounds box for each draw cache
2025-07-25 11:11:58 +01:00