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
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debug spam removal
2021-10-14 15:04:52 -05:00
AzaezelX
f5600826d7
Merge branch 'Preview4_0' into SoundAssetImplements
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# 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
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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.
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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.
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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.
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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
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# 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.
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-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
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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
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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
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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
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Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7
e9d0f68b55
Preload all soundAsset
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-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
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-Flying Vehicle
-Proximinity Mine
2021-09-20 14:17:10 +01:00
marauder2k7
704eb27600
More Implements
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-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
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Few fixes to soundasset array to stop it complaining
2021-09-20 10:49:34 +01:00
marauder2k7
3ad6d47ca9
Update SoundAsset.h
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-SoundAsset array setters getters and binds in place
2021-09-20 09:55:36 +01:00