Commit graph

971 commits

Author SHA1 Message Date
AzaezelX f0d919e859 sound asset conversions - materials 2021-10-14 19:09:20 -05:00
AzaezelX 33210c4a1e minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated 2021-10-14 15:05:49 -05:00
AzaezelX 9217c62446 sound followups
debug spam removal
2021-10-14 15:04:52 -05:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor aba091a97a Merge remote-tracking branch 'main/Preview4_0' into bugfix-msvc-compiler-warnings 2021-10-11 19:36:52 -04:00
AzaezelX d9eea8e5be make gcc happy 2021-10-11 16:25:37 -05:00
AzaezelX e468c2bf73 add a bit of further clarity to soundasset code injectors 2021-10-11 14:38:14 -05:00
Brian Roberts 25e9e97c45
Merge pull request #603 from Azaezel/alpha40/assetimportcleanups
item->importStatus cleanup for asset importer
2021-10-09 01:01:42 -05:00
Areloch 506621352c Tweaks the MaterialAsset loading logic to continue to see if the matDefinition already points to an existing object(to avoid needlessly re-executing files over and over), but also validate other cases, and ensures that if we DO have an existing definition, we still process and load it in the asset itself properly. 2021-10-09 00:07:01 -05:00
Robert MacGregor 2d55fcf1bc * BugFix: Invert the corrections made in ImageAsset and ScriptAsset to be correct. 2021-10-07 13:16:55 -04:00
Robert MacGregor 74cc60508b * BugFix: More cleanup of MSVC compiler warnings. 2021-10-07 01:10:00 -04:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
AzaezelX eb8434c5a4 don't try and sort ribbon particles 2021-10-05 00:23:26 -05:00
Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX 79ad78361d item->importStatus cleanup for asset importer 2021-10-04 18:24:33 -05:00
AzaezelX 42d137f4a9 DECLARE_ASSET_ARRAY_SETGET is incompatible with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-03 15:20:08 -05:00
AzaezelX ab1b14587e generic asset loader macros. currently unused 2021-10-03 15:19:04 -05:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX 10f2453cee setget was causing active interference with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-02 23:24:46 -05:00
AzaezelX 19eb3c42f0 more enum work, now with somewhat clearer boundary names, and some debug spam for initpersistfields, and pack and unpack macros to help us try and trace why those are scrambling 2021-10-02 21:05:04 -05:00
AzaezelX 0760621212 fix item->importStatus tagging in importer 2021-10-02 21:01:14 -05:00
AzaezelX 5c7069555a filter out array entries without enum strings 2021-09-30 16:00:37 -05:00
AzaezelX d3693bef8d shifted playerdata down to the Long Lists block. fix player enum ref source side 2021-09-30 14:40:03 -05:00
AzaezelX 64a87ceba8 trim assetEnumNameConcat to 2 values, set INITPERSISTFIELD_SOUNDASSET_ENUMED to exclude maxValue 2021-09-30 13:46:03 -05:00
AzaezelX 0c6ca6c701 conflict resolution 2021-09-29 12:38:47 -05:00
marauder2k7 656096e016 Another way of doing shapeBase, this requires fewer changes but will have an empty asset in each stateData until it is filled with an asset.
Both these will need to be tested to see which one is better.
2021-09-29 12:48:37 +01:00
marauder2k7 1c14dc5ec4 The beast is ready for a look over.
Can't have a soundAsset inside a struct. If we could this might work better.
PrevState needs to be kept track of for clearing looping sounds before the next state is loaded in. This might cause issues when switching weapons.
2021-09-29 12:36:02 +01:00
marauder2k7 d700ea4878 Committing player separately.
shapeBase is its own beast and will require a very critical look over once its up.
2021-09-29 11:41:57 +01:00
marauder2k7 3d7f092c52 Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/fx/lightning.cpp
2021-09-29 06:31:56 +01:00
AzaezelX 2630b4ada6 corrected and simplified the is<foo>Valid method macro injections 2021-09-28 18:50:35 -05:00
AzaezelX 776741770d boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws 2021-09-28 18:16:14 -05:00
marauder2k7 6bec47d3fa -SoundAsset added init for enum types.
-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
AzaezelX 96891e5673 early out if any asset feed route results in explicitly being told to use an emptystring 2021-09-28 17:33:36 -05:00
marauder2k7 76addc52eb Checks for emptyString in preload
Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
marauder2k7 4429de59b0 okay so addArray isn't even required. 2021-09-28 14:08:27 +01:00
marauder2k7 8a1d3f2021 Working thunder. These changes may need to be applied to other sound arrays or image arrays. 2021-09-28 13:56:35 +01:00
AzaezelX ad0c141189 use _set<assetname> for all network recipts of shapes, sounds, images and materials to ensure we at least try and fill that out whichever way is ghosted to us 2021-09-27 21:12:27 -05:00
AzaezelX 44b81ace69 don't check a profile if we don't have a sound asset 2021-09-27 20:04:58 -05:00
AzaezelX ef652ad8b9 clean out of the manual getSFXProfile() methods 2021-09-26 20:07:49 -05:00
AzaezelX dba0899887 soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
lightning provides a conversion sample (attempt. it's still yelling)
2021-09-26 17:30:13 -05:00
AzaezelX 2181ce08c3 lightning ref fixes 2021-09-26 03:12:14 -05:00
AzaezelX b83babe175 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into SoundAssetImplements 2021-09-26 03:07:23 -05:00
Robert MacGregor 55063601e6 * [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles. 2021-09-23 22:58:25 -04:00
AzaezelX c150afebaa particle cleanups
misc dupe code cleanup bits.
safeties for the varous flavors of void ParticleEmitter::setup
ideally we circle back to break some of that logic on out to shared steps
2021-09-20 13:50:47 -05:00
marauder2k7 57aceb60fb QOC
Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7 e9d0f68b55 Preload all soundAsset
-Fixed: Preloads need to preload all soundAssets not just the ones it was preloading before.
2021-09-20 17:05:11 +01:00
marauder2k7 30b57c0f95 More turns
-Flying Vehicle
-Proximinity Mine
2021-09-20 14:17:10 +01:00
marauder2k7 704eb27600 More Implements
-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
marauder2k7 1ea693fea6 SoundAsset Array
Few fixes to soundasset array to stop it complaining
2021-09-20 10:49:34 +01:00
marauder2k7 3ad6d47ca9 Update SoundAsset.h
-SoundAsset array setters getters and binds in place
2021-09-20 09:55:36 +01:00