SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
Shifts "Help" menubar entry in world editor to use new API structure as example/test
Removes extraneous 'MainEditor'
Adds EditorCore module
Moved Menubuilder to EditorCore module
Fixes Help Menu editor settings so they properly point at modern documentation and forum URLs
Fixes handling of MenuBar so when inserting new items, ensures the menubar refreshes as would be expected
Adds remove function to menubar to remove a menu
Removes old commented console methods from menubar file
Adds checks for onMouseDown and onMouseUp for PopupMenu so items that are submenus aren't clickable like normal items
-Add buttons to the inspector for SFXEmitter that will play pause and stop the sfxEmitter.
NOTE: Purely effects the state of the emitter when in the editor this will not effect sfxEmitter functionality in a level.
- 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
Change unit tests to run without script
runTests now just holds a purely script test example
Test Explorer in VS now works with tests
NB do not use test explorer on purely script based tests.
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
method checks last module.filename execution via getTimeStamp() the last time it was run, and compares fileModifiedTime to see if the next time that file had been altered.
called in moduleExec
Adds logic during the editor script initialization to let game modules have embedded tools
Changed setting to force prompt for target modules when creating things like datablocks to minimize confusion about where they save to
guiprofiles now have additional options: borderSEL and borderERR in keeping with the fillcolor variants. fontColors now also takes an optional ERR entry on the backend, though that remains unleveraged at time of writing.
guiiconbuttonctrl now uses the expanded list in conjunction with renderFilledBorder
asset browser profiles now contain a AssetBrowserProtoProfile that type-profiles derive from for consistency in border selection, highlight, (and down the line error) colors and border thickness while maintaining type-sepcific border color entries for general display
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.
Adds sanity check to default onNewDatablock function on the GameDatablock namespace in case the onAdd or onRemove functions aren't defined, we don't spam the console
utilize specialty case soundarray macros.
slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
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
Core_ClientServer.clearLoadStatus();
Core_ClientServer.inishMapLoad();
Core_ClientServer.FailMapLoad( %moduleName, %isFine);
Of special note: the postevent method must only take one entry, so we store off Core_ClientServer.failedModuleName = %moduleName; priorto triggering the event so that the failing module can be reported.
at time of writing:
Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", false );
kicks players and closes the server
Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", false );
proceeds to continue loading reguardless
leverages the EventManager and ScriptMsgListener() classes to set up a third mission load stage triggered by the following flow:
function <module>::onLoadMap(%this) starts an execution chain that leads to <module>::finishMapLoad()
each <module>::finishMapLoad() MUST contain the line
Core_ClientServer.GetEventManager().postEvent( "mapLoadComplete" );
once all have called back that they have finished thier tasks, players finish loading into a hosted mission
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
cliffsnotes:
$Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count