Commit graph

4891 commits

Author SHA1 Message Date
AzaezelX
f84bf058c9 navigation: setPathdestination now takes a replace bool to preserve the goal
also killed a few now extraneous  clearfollow calls
2025-04-17 17:51:31 -05:00
AzaezelX
c72c3068f8 aiinfo subclass inheritance cleanups, and default constructor removals for safeties 2025-04-17 14:38:27 -05:00
AzaezelX
4f87ad4cf7 moar gaol tracking cleanups 2025-04-17 12:27:05 -05:00
AzaezelX
2956223a60 simplify setpathdestination loop 2025-04-17 11:39:06 -05:00
AzaezelX
83822f1148 fix eroneous defaults 2025-04-17 11:38:21 -05:00
AzaezelX
25b3a7c070 break wether we *should* be trying to move out of the resolver 2025-04-17 10:50:58 -05:00
AzaezelX
eaa6a62b0c misc cleanups 2025-04-17 10:38:36 -05:00
AzaezelX
a10169accf fix node following stopping early 2025-04-17 09:44:04 -05:00
AzaezelX
4fb92f02a3 completed list of roughly ported over scripthooks.
todo: need to figure out why followobject is only hitting the first path node. likely  amixup with goal handling
2025-04-17 01:27:08 -05:00
AzaezelX
e37ae27bc0 fix aim safeties to actually be safe, add an explicit clearAim script command 2025-04-16 17:58:30 -05:00
AzaezelX
14a03dfc6c if you've stopped moving on purpose, you're not stuck 2025-04-16 17:40:53 -05:00
AzaezelX
f3ef698e89 getmovedestination, set/get speed, targetting script commands
todo: need to see why getAIController().setAimLocation("10 10 0"); seems to get into an onreachdestination+stuck callback loop
2025-04-16 17:27:26 -05:00
AzaezelX
f0c0f3c42c projectile augs
use impactforce to applyimpulse for stock physics too
add an optional explodeOnTmeout
for nonballistic projectiles, track if they hit something before their armingdelay is up, and delete them next simulation cycle
2025-04-16 13:08:39 -05:00
AzaezelX
f00b8e1ae0 toEuler. n ot getforwardvector 2025-04-15 18:23:12 -05:00
AzaezelX
2fe36a571b setaicontroller: use Ids
get rid of duplicated mMoveDestination
2025-04-15 18:01:18 -05:00
AzaezelX
201b7bf695 aiController.setMoveDestination test 2025-04-15 17:00:36 -05:00
AzaezelX
19e73c0be2 expose the AIPlayerControllerData subtype to console 2025-04-15 15:34:58 -05:00
AzaezelX
8c663a19a5 generalized ai subsystem wipwork 2025-04-15 15:12:27 -05:00
Brian Roberts
75e23e85ea
Merge pull request #1440 from marauder2k9-torque/IntegerParsing
Parse Property Templated function
2025-04-14 10:03:35 -05:00
AzaezelX
5b2c0c7703 add a controlmap entry
for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
marauder2k7
0ff636e9ca Update mathTypes.cpp 2025-04-10 08:56:40 +01:00
marauder2k7
77a7847eed Update mathTypes.cpp 2025-04-10 08:56:20 +01:00
marauder2k7
fae5ebb9e8 null termination was wiping buffer 2025-04-10 08:55:42 +01:00
marauder2k7
2e64d36382 Update mathTypes.cpp
fix matrix types, should of been using columns not the rows
2025-04-10 08:13:10 +01:00
marauder2k7
ee4acc98fe Update propertyParsing.h
bahhh humbug
2025-04-09 16:29:03 +01:00
marauder2k7
cd7666bf2a rename overloaded function so linux and mac stop bitching 2025-04-09 16:05:22 +01:00
marauder2k7
7c3fbfc9d8 add getter for console get types
templated function for getting data from a field
2025-04-09 15:14:46 +01:00
AzaezelX
d0d2e1f343 handle relfecting the health of the controlled object
players and vehicles can both be the controlobject, or you can control a vehicle *through* a player.
set the health bar/text controls to reflect that state
2025-04-08 18:30:06 -05:00
AzaezelX
b886cbb527 on balance we'll want to round instead of truncate 2025-04-08 16:09:54 -05:00
marauder2k7
f30ff6734e Update mathTypes.cpp
mathtypes.cpp ConsoleSetTypes now converted
2025-04-08 10:13:48 +01:00
marauder2k7
1cb2109d6e Update mathTypes.cpp
update matrix/ang types to use the new function
change all print's to warn's
2025-04-08 09:51:38 +01:00
marauder2k7
802f90bf69 init commit
initial commit of templated ParseProperty function
TypePoint and TypeRect consoleSetTypes now use the new templated function
2025-04-08 08:16:09 +01:00
AzaezelX
5cf54580e6 Generic Damagemodel
included in root/data/ as a module so theres a generic folks can riff off of
additionally, includes a physcs based damage option inspector exposed augment for velicity based collisions, as well as utilities for applying damage to the object a given thing is mounted to
further. also fixes a lack of vehicles being able to use thier mvTriggerCount4 and 5 for the additional 2 mountpoints allowed
2025-04-06 16:09:14 -05:00
marauder2k7
7c4d41ee21 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-04-05 15:59:02 +01:00
AzaezelX
2d974cebf5 add difFloatPi range validator
player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
2025-04-03 16:52:49 -05:00
AzaezelX
0e78312e95 fix (?) rotation
set the behaviour back to prior calcs, plus allow the desired scroll combo to work
2025-04-02 23:07:09 -05:00
Brian Roberts
f41cdaaa7e
Merge pull request #1430 from Azaezel/alpha41/GFXRedundancyCleanups
clean up (some) shader variation redundancies
2025-04-02 16:21:57 -05:00
Brian Roberts
46a4cd71e2
Merge pull request #1433 from Azaezel/alpha41/dontBeATool
encapsulate tool-only code for levelassets
2025-04-02 16:21:47 -05:00
Brian Roberts
2e33228009
Merge pull request #1432 from Azaezel/alpha41/percent
add 0-100 percent ranges
2025-04-02 16:21:36 -05:00
AzaezelX
664e9db571 fix S32Percent type-o 2025-04-02 15:44:49 -05:00
AzaezelX
b299b54467 encapsulate tool-only code for levelassets 2025-04-02 15:38:43 -05:00
AzaezelX
3d2a923a30 add 0-100 percent ranges
F32 and S32
apply to guibitmapbarctrl
2025-04-02 15:33:39 -05:00
AzaezelX
d82e8dbec4 clean up (some) shader variation redundencies
don't need to use macros for the shader textfile hashkeys
several no longer used GFXVertexFormats removed
2025-04-01 18:23:29 -05:00
JeffR
5566f8a396 Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types 2025-03-30 16:36:15 -05:00
JeffR
c2af4e578b Merge branch 'Standardized_AB_AssetManagement' of https://github.com/Areloch/Torque3D into development 2025-03-30 15:03:43 -05:00
marauder2k7
79e046d379 Update processedShaderMaterial.cpp
requires extra safety when the diffusemap asset is null, this is something that will be fixed by the material asset refactor
2025-03-30 12:22:17 +01:00
marauder2k7
774bd874b5 Update ImageAsset.cpp
early out of generateTexture
2025-03-30 11:44:55 +01:00
marauder2k7
73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00
AzaezelX
b92b5b34fd clean up shadergen ambient handling
fallback needs to a) set the same value as elswhere. b) treat uniforms the same. c) exist on both ends to ensure order of ops doesn't mangle things
2025-03-29 14:43:03 -05:00
marauder2k7
b707b2e2b7 final rev
add safeties to getters
getTextureBitmap/ functions to return member variable that is collected when the image is set
2025-03-28 15:32:16 +00:00