Commit graph

260 commits

Author SHA1 Message Date
AzaezelX
1cf754dbca asset load refactor
genral load method, now returns loadedstate across the board
2023-11-12 16:33:17 -06:00
AzaezelX
0303cadcc0 imageasset entries can be blank
don't spam the console. and definitely don't try and load it
2023-10-31 12:00:35 -05:00
marauder2k7
852ed8f225
Sfx playlist asset working (#1109)
* GroundWork

-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function

* Update sfxController.cpp

* SFXPlaylist data

-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled

* Update SoundAsset.cpp

to stop git ci complaining, assetImporter........

* Update SoundAsset.h

* sfxPlaylist

-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.

* Update SoundAsset.h

-updated asset array to return playlist or profile depending on what the asset is

* SFXPlaylist working

-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.

Still an exception when closing if using a playlist trips on line 355 of sfxSound

* Update sfxSound.h

* setSoundFile index null fix

* Update SoundAsset.h

* Update SoundAsset.h

* netstream safety in case of a null asset assignment

* Update sfxController.cpp

added safeties around a null playlist trying to play.

* Update with Az's asset err code changes

---------

Co-authored-by: AzaezelX <quillus@hotmail.com>
2023-10-21 17:19:02 -05:00
AzaezelX
e6c2fe78fb generateCachedPreviewImage needs loadShape() 2023-10-21 15:15:27 -05:00
AzaezelX
a8d640e311 clean up redundant loads, shift first load to getResource methods for sound and shape.
still need to properly sort image
2023-10-09 14:41:14 -05:00
AzaezelX
b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
Lukas Aldershaab
89b0c7f73b Console Refactor 2023-09-13 10:33:20 +02:00
Brian Roberts
a6f03897ed
Merge pull request #1016 from Azaezel/alpha41/mangledMath
clean up math varsize complaints
2023-05-08 21:28:49 -05:00
Areloch
667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
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
2023-05-08 21:18:23 -05:00
Brian Roberts
3538da30d0
Merge pull request #1014 from Azaezel/alpha41/EnumErrata
add safeties for enum math across define boundaries
2023-05-03 13:38:23 -05:00
AzaezelX
0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AzaezelX
0ce2da3a23 clean up math varsize complaints 2023-04-27 16:10:04 -05:00
AzaezelX
aa02e48c8d add safeties for enum math across define boundaries 2023-04-26 22:27:35 -05:00
AzaezelX
c4ae6258cc sound safeties and future notes 2023-02-26 17:26:43 -06:00
JeffR
167f98b767 Expands ScriptAsset behavior to operate as a generic type-settable asset 2023-02-23 15:29:59 -06:00
Areloch
727c5b1e59 Fix up handling of assets marked for UseForDependencies during import process 2023-02-01 23:54:11 -06:00
AzaezelX
f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
Glenn Smith
3bdbe5965e
Fix some compiler warnings on macos 2023-01-01 22:56:56 -05:00
Areloch
6fa57362b3 Rollback of this change because GCC is weird 2023-01-01 16:56:59 -06:00
AzaezelX
8821f62b0c misc fixes
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
2022-12-27 21:10:15 -06:00
Areloch
74ac45e877 Fixed Edit button tooltip for Shape Asset field
Disabled Edit button on image asset field as there's no current image editor
Fixed positioning of edit buttons to align with preview
Fixed horizontal sizing for the edit control so it keeps to the width of the field
Fixed handling on the preview display so if an invalid asset is input, it clears the preview display to help indicate it's invalid
Disabled the MaterialSlot handling for TSStatics until it can be further refined
2022-12-08 23:45:56 -06:00
Areloch
739a111fc2 Re-added accidentally deleted line that removed the preview tooltip 2022-12-08 20:15:20 -06:00
Areloch
6162c5da05 Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons
Also fixes drag-n-drop behavior from the AB into the image and shape fields to ensure they update as expected.
2022-12-08 20:00:55 -06:00
AzaezelX
04f4a5fcf4 dedicated server nulltexturemanager work
also supress warning for imageassets not loading a texture in nulldevice, and early out of _determineFeatures shadergen methods under the same conditions
2022-10-01 12:44:45 -05:00
AzaezelX
8343c096df need to surpess billboard generation attempts on dedicated servers 2022-09-29 02:04:51 -05:00
AzaezelX
6ce2d4cd9e helps to report which asse... 2022-09-20 16:08:36 -05:00
AzaezelX
91d843b8bd correct constructorfile reference 2022-09-20 15:39:42 -05:00
AzaezelX
567e766ffe correct a flaw with mapto importing.
addImportingAsset was improperly applying cleaning to cleanAssetName rather than leaving it as the raw origional. may or may not want a tighter target there
2022-09-12 01:10:20 -05:00
Areloch
fb5ad738e0
Merge branch 'development' into MiscFixes20220829 2022-08-30 01:31:42 -05:00
Areloch
cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
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
2022-08-30 01:29:39 -05:00
AzaezelX
73c1a902de cAps fix 2022-08-29 21:43:14 -05:00
marauder2k7
5d85664b40 Change GuiProfile to use Sound Asset
-Added SoundAssetInspector to bypass circular issue
-Added SoundAsset to GuiTypes
2022-08-29 23:40:51 +01:00
Areloch
ded99cd8cb * Fixes handling for Image, Material and Shape Assets' inspector fields so they properly work with non-object targeted inspectors, such as the PostFXEditor
* Updated PostFXEditor scripts to handle refreshing properly when certainl field types(assetId fields) are changed
* Adjusted display handling of slider values on guiGameSettingsCtrl to show 0.x decimal format instead of 0.xxxxx
* Fixed pad length of item names in guiTreeView for items that are marked to avoid console spam
* Fixed local offseting for popupMenus so scaled/offset window position doesn't cause the popup menu to offset from mouse click position(courtesy OTHG_Mars)
* Fix issue with terrain where, due to default value save validation, the global scope for the terrain collision list would be whiped when saving, causing players to fall through terrain. Moved to per-terrain convexLists
* Fixed issue with the core camera model mesh and updated references so camera bookmarks display properly
* Fixed console spam during asset browser initialization where it would try and expand the directory tree even though the dir tree isn't populated yet
* Fixed handling of Open File Location RMB menu action to properly deal with script and datablock types
* Removed unusuable "Create ___" asset type prompts from the RMB menus for the AB to avoid confusion
* Improved slider offset positioning for various popup sliders on editor toolbars
* Anchored the visibility popup menu to the button for more consistent formatting and better feel
* Shifted various visibility toggles from 'in place' on the menu buttons to functions, allowing it to also properly mark the menu entries as checked or not, improving usability
2022-08-26 15:25:17 -05:00
AzaezelX
f59c5f152f soundAsset profile and description getter fixes 2022-07-27 16:28:07 -05:00
AzaezelX
f0b218f1e2 fix shape errorcodes
corrects out of bounds flaw
2022-06-16 22:07:45 -05:00
Brian Roberts
b753c9d91c
Merge pull request #713 from Ragora/feature-vfs-security
Feature: VFS Security
2022-06-16 21:23:49 -05:00
AzaezelX
4a7104e5ea fix TORQUE_TOOLS = off compilation 2022-06-13 12:38:08 -05:00
Robert MacGregor
93a4f8780c * BugFix: Correct simple incorrect references after changing Platform::isFile to Torque::FS::isFile in the asset importer. 2022-06-13 08:20:46 -04:00
Robert MacGregor
161ffc62fe Merge branch 'Preview4_0' into feature-vfs-security 2022-06-13 08:05:26 -04:00
JeffR
7efab038d1 Adjusts handling for special-case networking of sound assets where we may need to account for stuff like SFXPlaylists. DB names aren't transported, so we need to do Id lookups 2022-06-04 00:59:06 -05:00
JeffR
448a453e51 Fixes logic check for sound asset macros so if the defined field value is an object, we consider it valid, as it's almost certainly an SFXPlaylist or track. This removes some unneeded error spam 2022-06-03 03:23:27 -05:00
JeffR
943cf8351b Adds safety check to SoundAsset's playSound so if we don't have a source, it doesn't crash
Adds logic to SoundAsset's load sound to 'nudge' the SFX system to load the required data for first use
Shifts SimSoundAssetEvent constructor to utilize assetId instead of raw asset so we can safely fail if for whatever reason we end up default constructor'ing blanks
Standardizes the shapeImage playList lookup a bit into a common function and ensures that on packet receive we force an update of the state's sound
2022-06-03 02:04:39 -05:00
AzaezelX
c47cb54702 fix on-RPC-command explosion sounds not playing the first time 2022-05-26 18:04:37 -05:00
JeffR
70a9666cc3 Removes erroneous assignment of loaded state onto fallback assets when we fail to find an assetId by filename for image and shape assets
Fixed handling of TSStatics' materialSlot fields, where if the field has been changed, it properly loads the modified field and ensures the reskin action happens correctly.
Changed text on some context popup menu to better indicate the action Views loose files, not imports them
Makes the Loose File Viewer skip cached.dts files.
2022-05-25 00:12:12 -05:00
Robert MacGregor
39952a490f * Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG. 2022-04-25 18:23:15 -04:00
JeffR
1c7c32baa6 Separates out acquireAsset call for importing assets until after all assets have been imported, then runs it as a post step to ensure all assets are properly loaded before they're used 2022-04-10 19:41:37 -05:00
JeffR
50973b7f6f Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into MiscFixes2022049 2022-04-10 18:54:33 -05:00
AzaezelX
0136af477f getAssetIdByFilename loaded state fix
getAssetIdByFilename should set the <type>Asset->mLoadedState = AssetErrCode::BadFileReference; so we know we're using a fallback
2022-04-10 17:29:55 -05:00
JeffR
5c8d8fab00 Changes behavior with suffix appending of asset importer so it doesn't contaminate the original "clean" name, which is used for setting the mapTo value of material definitions
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups
Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable
Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy
Fixes handling of sliders in option menus to properly store and test unapplied values
Fixes handling of display device setting to properly store and test unapplied values
Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview.
Temp disables creating cubemap 'assets' via the RMB context menu in the AB
2022-04-10 01:40:15 -05:00
JeffR
6b28f1f151 Fleshes out remaining missing editor settings entries/categories
Makes GUIAssets exec scripts before the gui file to allow onAdd methods to work
Adds missing getForestPath and getNavmeshPath methods and updates asset move logic to utilize them
2022-04-05 00:29:58 -05:00