Adds ability to select an actionmap for a GuiInputCtrl which will push it onto the stack, so menus can enact an action map
Update of the MainMenuGUI to fit new style and have the logic needed for KBM and gamepad navigation
Very early wipwork of OptionsMenu overhaul for new standard
- Updates various images in core and UI to be more standardized to the default theme
- Updates some spacing, sizing and coloration of gui controls and profiles
Fixes two issues:
-Bindings after the first page were not pointing to the correct remapping entries when actually remapping. Were populating the name and button image correctly, but first item on every page pointed to first item on first page.
-Keybinds were never being saved to file if your action maps all had long-form ("human readable") names defined.
Adjust the scaling of the options rows to be a consistent 50/50 divide between the options name and the actual options values to make the layout and scaling consistent
Fixes key remapping behavior to work properly
Added SubHeader text gui profile that is centered
Made the remapping gui control be stylistically consistent to messageboxes
Adds sanity check so if no remappable binds are found for an actionMap, it isn't listed in the controls menu
Updates ExampleModule's keybinds to use new utility function
Adds SMAA anti aliasing
Adjusts AA option setting to properly work and facilitate SMAA
Added defaults for AA to facilitate SMAA
Updated brightness and HDR values on Example Level to comply more closely to the Editor default to give better default results
Fixed issue where ShapeEditor wasn't initialized properly when we'd open it from the Asset Browser
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
ensure if there's no assigned sourcegroup, we at least point at "AudioChannelMaster" so overall sound volume can have it's say
turn on button hover and click profiles by unremming the file
assign hoverasset and buttonclick assets to audioChannelGUI
todo: sort volume hooks for non-AudioChannelMaster
long term: resolve the requirement that gui profiles need direct sound profiles instead of the capacity to take assets
Fixes PauseMenu navigation behavior and confirms the menu buttons and page nav to standard
Fixes PauseMenu and OptionMenu menu buttons that were not being set correctly on wake
Fixes logic in the shape editor where it wouldn't add new sequences if you were working off a non-assetId sequence in the sequence list(such as ambient)
Fixes a call for UINavigation to getPageCount that was erroneously referencing the pageStack
Fixes fetch and binding of the image for display when using the uvEditor
Removes button to fill import terrain images temporarily to contend with limitations in asset creation workflow
Adds sanity check to saving terrain material that obligates setting of diffuse and detail maps so everything displays and blends properly
Adds missing disconnect/timeout handling callbacks to the clientServer core module
Adds page refresh function to UINavigation to be able to selectively nudge the current page to refresh its contents if needbe
Added proper container bracketing for the main menu buttons and made that the main navigation target
Added logic to UINav to prevent needlessly re-setting the root page if it already is the root page, which would break the navigation stack
Added logic to UINav toprevent needlessly adding duplicate pages whicn would break the navigation stack
Added logic to close the chooseLevelDlg page when the level is loaded to avoid the page being left hanging on the nav stack
Fixed assetId for no preview image fallback on the chooseLevelDlg page
Fixed display of icons in the shape editor shape helper section
Fixed name lookup on terrain material editor dialogue which would break saving of terrain materials
Disables TORQUE_SFX_DirectX which is currently not in use and nonfunctional
Cleans up prototyping module to trim unneeded extra scripts and files
Adds PlayerBot model to Prototyping module
Adds metalGray material to Prototyping module
Fixes issue where logic wasn't changed for forcing AB preview images to regenerate
Removes unneeded legacy lines from editor template level
Removes unneeded extra asset import config
Disables terrain material name field from editing in terrain material editor for now to prevent bad behavior
Adds mapTo line to newly created material asset definitions to ensure shapes doing mapTo lookups can properly utilize the materials