Commit graph

1235 commits

Author SHA1 Message Date
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
50815c1a5a
Merge pull request #1550 from Azaezel/alpha41/clarifyCommand
clarify input value for some utility commands
2025-09-13 21:14:54 -05:00
AzaezelX
258237889f clarify input value for the makeTerrainMapsFrom and getImageFileName utility commands
it uses the "module:name" of the image. not the simid number
2025-09-13 21:13:53 -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
be54d24269
Merge pull request #1546 from Azaezel/alpha41/spawnPosSorted
lock in spawnLocation at client controllable creation
2025-09-08 16:28:49 -05:00
AzaezelX
1fd55fe23a lock in spawnLocation at client controllable creation
ensure the initial position of the controller object starts at spawnLocation's position rather than relying solely on settransform to ensure at no point would a controllable touch an origin subscene unintentionally
2025-09-08 16:19:57 -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
JeffR
098a5ac36d - Fixed issue of TypeCommand field type not applying change when text was edited in the textpad
- Fixed it to check both 0 and -1 values when exiting out of shapeEditor since both can be returns
2025-08-25 23:42:58 -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
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
Brian Roberts
638e819f2d
Merge pull request #1533 from Azaezel/alpha41/connectionCleanups
clean up spawn chain
2025-08-11 09:19:13 -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
73abc69a82 typofix 2025-08-09 22:22:34 -05:00
AzaezelX
26ea1b60fc ensure controlling client object is removed post onClienLeaveGame so each controllable object module doesn't have to remmber to do so 2025-08-09 19:54:51 -05:00
AzaezelX
229cc9709e postSpawnComplete listener cleanup 2025-08-09 19:35:06 -05:00
AzaezelX
2be21425df clean up spawn chain
ensure among other things that we're only subscribed to the completion or failed events for a given loading stage once all of them have checked in
also for callonobjectlist, see what module::callback method in particular is being itterated through for that stages batch when debugging
2025-08-09 12:54:29 -05:00
AzaezelX
12fdab166f Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into mipwip 2025-08-06 11:51:17 -05:00
JeffR
c894728644 - Fixes issue with resizing for the inspector panel of the updated MatEd where it would cut off
- Fixes refresh behavior where it'd refresh while you were doing a 'long action' like dragging a slider or range value
- Fixes issue where the scroll position would reset when modifying some fields
- Fixed issue where saving a composite texture could save it to the game root directory
- Fixed issue where opening the mat ed for the first time with an object selected could have the inspector not inspect the object
2025-08-06 01:34:59 -05:00
AzaezelX
ff3188daee typofix 2025-08-05 14:50:30 -05:00
AzaezelX
06e82ddc81 preliminary gl conversion 2025-08-05 10:21:27 -05:00
AzaezelX
958e0d5127 correct for mip weighting 2025-08-04 18:16:13 -05:00
AzaezelX
65e92fc50c Merge branch 'development' into mipwip 2025-08-04 11:04:49 -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
bfc1a7e03c Removed extra wipwork script that isn't needed now 2025-08-03 12:11:44 -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
c2b347af7c ai test classes
protoplayer protocar
2025-08-01 19:42:02 +01:00
marauder2k7
9d98d55b1e fix tree selection 2025-07-28 10:02:52 +01:00
marauder2k7
888e72ad28 Update navEditor.tscript
typo
2025-07-28 08:30:46 +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
715a2484a0 Update navEditor.tscript
filter out vehicle
2025-07-27 12:47:26 +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
9039435d12 Update navEditor.tscript
woops
2025-07-26 10:41:03 +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
e55d3b6f82 Update NavEditorGui.gui
fix textsliderctrl not losing focus, reason for the issue was incorrect profile
2025-07-25 10:11:08 +01:00
marauder2k7
496e427d76 add radius controls
update the scripts for the offmeshcontool
radius controlled by slider ctrl
2025-07-25 09:44:49 +01:00
marauder2k7
d1771756c2 updated drawmodes and rendering
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00
marauder2k7
80473e10b5 added first tool
Added the tileTool with the ability to select tiles
Abstraction layer for navmesh tools created.
2025-07-23 15:08:29 +01:00
marauder2k7
99db60e3f3 Update assetBrowser.tscript
fix folder navigation in asset browser

fix found by Abbey
2025-07-11 12:31:27 +01:00
JeffR
e7db5bb4a1 Shifts the visibility modes dropdown menu in the editor to an easily expandable menu so modules can hook into it 2025-07-10 00:22:19 -05:00
JeffR
b9d9c52786 Flips the datablock order exec to always guarantee particle data is loaded ahead of emitter data when making a new module 2025-07-07 16:18:01 -05:00
marauder2k7
c6ec2fd6a1 Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor 2025-06-19 13:36:49 +01:00
marauder2k7
26e18cdfe8 feedback from az
scripts changed to reflect a better standard of loading offscreencanvas on client and not on the server
2025-06-18 21:17:13 +01:00
marauder2k7
6f9c4158d8 gui offscreen material test
added interaction static guioffscreencanvas to capture mouse events
added test shape
2025-06-18 17:05:35 +01:00