Commit graph

7913 commits

Author SHA1 Message Date
AzaezelX d5a111e9ff set isAtRest report to read-only 2025-08-19 08:29:50 -05:00
AzaezelX 5ea10f1cfc skip transmitting server authorative wheel spin
it's not in itself a force-injection, so we can just use the existing calcs (also. fix the exisitng calcs so slippling is properly cleared)
in addition, rigidshaeps shouldn't be trying to resolve collisions with things mounted to them any more than they should self-collide. it's a hard-locked relational association
2025-08-16 20:38:32 -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
Brian Roberts e2704b95c9
Merge pull request #1535 from Azaezel/alpha41/mipMangle
fix directx rendertarget crash
2025-08-11 23:21:45 -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 c2a46e4b45 Make sure to actually remove the signal registration too 2025-08-11 00:09:54 -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
Areloch 13ec94ef6b
Merge pull request #1532 from Azaezel/mipwip
render target mipmap generation
2025-08-07 11:06:23 -05:00
AzaezelX 8d38fa0bc4 gl side mip sanity clamps 2025-08-06 12:57:59 -05:00
AzaezelX 12fdab166f Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into mipwip 2025-08-06 11:51:17 -05:00
Brian Roberts 59ecf93b48
Merge pull request #1531 from Areloch/MatEdUpdateFixes
Fixes several reported issues with the updated Material Editor
2025-08-06 08:56:56 -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 f2ffc8bd22 rangeclamp for mip guestimates for rendertargets to keep that from getting out of hand
(or try to. gls still not respecting it for some reason)
2025-08-05 14:52:31 -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 36c906a72d allow "null surfaces" to register mResolveTargets to at least attempt to gen mips 2025-08-04 17:55:18 -05:00
AzaezelX 022f8d1732 set GFXTextureManager::_validateTexParams to respect sen mipcaps
also kill console spam
2025-08-04 14:36:11 -05:00
AzaezelX 3cdbd4e87e don't let GFXD3D11TextureTarget::deactivate() try to generate mips if we haven't told that target to do so 2025-08-04 14:11:00 -05:00
AzaezelX 7fcdd03b50 skip mip calculation for non pow2 textures if it's not for a rendertarget 2025-08-04 13:10:13 -05:00
AzaezelX 7aa4ea75a6 typofix 2025-08-04 12:48:22 -05:00
AzaezelX 65e92fc50c Merge branch 'development' into mipwip 2025-08-04 11:04:49 -05:00
Brian Roberts 07c67f2935
Merge pull request #1529 from Azaezel/alpha41/WaterGridGrinding
adress odd water values
2025-08-04 08:50:29 -05:00
Brian Roberts c7d966c0de
Merge pull request #1528 from marauder2k9-torque/Recast-Update
Recast refactor
2025-08-04 08:50:11 -05:00
Brian Roberts 681faf45bf
Merge pull request #1530 from Areloch/MaterialEditorAsInspector
Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
2025-08-04 08:49:50 -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 f691188f74 tools build requirements 2025-08-03 10:18:23 +01:00
AzaezelX 96134e12ad adress odd water values
review of watergrid value exposure and transform saver usage
2025-08-02 15:04:43 -05:00
marauder2k7 c2b347af7c ai test classes
protoplayer protocar
2025-08-01 19:42:02 +01:00
marauder2k7 78a553a74f clamp rendering cover points to 50 units
changes from az render cover points
2025-07-31 19:12:26 +01:00
marauder2k7 b9193072c1 fix for draw cone and draw cylinder
these werent rendering correctly and we suspect draw cone was trying to draw more than it was allocating. On a volatle buffer that causes issues.
2025-07-31 17:55:38 +01:00
marauder2k7 1b7768925b Update duDebugDrawTorque.cpp
revert back to static
because we chache the results of the buffer we cannot use volatile buffers, volatile buffers need to be resubmitted every frame to the ring buffer
2025-07-31 08:05:11 +01:00
marauder2k7 21095f777b Update gfxGLCircularVolatileBuffer.h
revert, that broke it more by upping memory
2025-07-29 16:08:51 +01:00
marauder2k7 267986a289 fix volatile buffer
change debugdraw to use volatile
fix volatile buffer wraparound
2025-07-29 15:20:22 +01:00
marauder2k7 d45c3794a5 Update gfxGLCircularVolatileBuffer.h
fix gl volatile buffer
2025-07-29 10:27:49 +01:00
marauder2k7 bad9d9b188 final cleanup and fixes
move the geo collection into each tile, seems to work better for large levels
add true to getnav in aiconver so it overwrites all goals
cache the triareas so we can use a tool later to modify them
2025-07-28 20:26:31 +01:00
marauder2k7 dc74f63d85 Update navMeshSelectTool.cpp
update gui info
2025-07-28 11:58:22 +01:00
marauder2k7 e8d56ca987 render the search for the testtool 2025-07-28 11:31:06 +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