marauder2k7
e4ff55b52c
Update sfxEmitter.cpp
2026-05-24 20:03:44 +01:00
marauder2k7
f607c24498
Update sfxEmitter.cpp
2026-05-24 19:51:18 +01:00
Brian Roberts
dae2a7714f
Merge pull request #1730 from marauder2k9-torque/SFXSystem-Refactor
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Sfx system refactor
2026-05-24 11:40:50 -05:00
Brian Roberts
3cf9d1f5d5
Merge pull request #1750 from Sir-Skurpsalot/Sir-Skurpsalot-player-patch-1
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Sir skurpsalot player patch 1
2026-05-24 11:22:07 -05:00
Sir-Skurpsalot
66a6c3dc87
Update player.cpp
2026-05-23 15:48:23 -06:00
Sir-Skurpsalot
40f22dc792
Update player.cpp
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Fixed validators for damage collision box fields to prevent console whinging
2026-05-23 14:18:03 -06:00
Brian Roberts
3661499b33
Merge pull request #1747 from Azaezel/alpha41/reverseLoop
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Linux Build / Ubuntu Latest GCC (push) Has been cancelled
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properly handle looping shapes moving backwards
2026-05-20 18:38:46 -05:00
AzaezelX
5994aae4f2
properly handle looping shapes moving backwards
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cameras too
2026-05-18 18:28:29 -05:00
Brian Roberts
1a3b97ffd1
Merge pull request #1745 from Areloch/PathShapeDataCRCFix
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Linux Build / Ubuntu Latest GCC (push) Has been cancelled
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Proper constructor for PathShapeData
2026-05-18 15:38:40 -05:00
JeffR
0c75b7ece5
Has the PathShapeData constructor proper initialize the mUseEase var which prevents the datablock CRC cache from failing to match.
2026-05-18 00:24:54 -05:00
Brian Roberts
275bf3cd94
Merge pull request #1738 from Areloch/FixEditorCameraModeHandling
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Linux Build / Ubuntu Latest GCC (push) Has been cancelled
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Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently,
2026-05-16 11:10:35 -05:00
Brian Roberts
0fc551b537
Merge pull request #1741 from Azaezel/damagemodelFilefix
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put damagemodel script files in the same pool as resources
2026-05-16 00:03:19 -05:00
AzaezelX
c4cca3ed1f
put damagemodel script files in the same pool as resources
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initServer callback is run the once
onCreateGameServer callback is run every mission load
for queueexec("filename",true); to work, that has to be from the same callback pool being executed.
given resources use the initServer, pool, shifted the damagemodel baseline there as well.
may want to revisit this one as time allows for quicker prototyping turnaround
2026-05-16 00:02:24 -05:00
Brian Roberts
26ff1b8dfe
Merge pull request #1740 from Azaezel/damagemodelTypofix
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cleanps for generalized PlayerData::damage with quick docs line for c…
2026-05-15 21:53:13 -05:00
AzaezelX
0e33b2c1d0
cleanps for generalized PlayerData::damage with quick docs line for clarity in the future
2026-05-15 21:51:57 -05:00
JeffR
dc65e80c34
Tweaks the logic to how the editor handles toggling and setting of camera modes to behave more consistently, allow for initializing the camera into another mode(like 3rd person), and properly toggling back and forth between the standard cam and whatever the other last camera mode was.
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Also adds callbacks so gamemodes/modules can provide custom camera modes.
This gives more control and integration of specialty camera types so it doesn't have to fight the editor's handling of camera modes/toggles.
2026-05-14 15:39:47 -05:00
Brian Roberts
30ce3de8f0
Merge pull request #1737 from Azaezel/alpha41/damageModel-fix_followup
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Linux Build / Ubuntu Latest GCC (push) Has been cancelled
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Alpha41/damage model fix followup
2026-05-13 12:09:27 -05:00
Brian Roberts
bcce7e7c09
Merge pull request #1735 from Sir-Skurpsalot/damageModel-fix
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Damage model fix
2026-05-13 12:08:48 -05:00
Sir-Skurpsalot
8c541f4c48
Merge branch 'development' into alpha41/damageModel-fix_followup
2026-05-13 10:56:55 -06:00
AzaezelX
a54695cfcc
filter directional damage display by %obj.healthFromMount
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also shift other contents from DamageModel::onCreateGameServer to DamageModel::initServer for consistency
2026-05-13 11:48:36 -05:00
Sir-Skurpsalot
093299bd83
Update player.tscript
2026-05-12 23:36:33 -06:00
Sir-Skurpsalot
a4760e33a1
Update DamageModel.tscript
2026-05-12 23:33:55 -06:00
Sir-Skurpsalot
a033692ea0
Merge branch 'TorqueGameEngines:development' into development
2026-05-12 23:22:55 -06:00
Sir-Skurpsalot
dd438557d5
Update player.tscript
2026-05-12 23:22:30 -06:00
Sir-Skurpsalot
11fd008515
Update DamageModel.tscript
2026-05-12 23:20:43 -06:00
Brian Roberts
0c51bbece6
Merge pull request #1734 from Sir-Skurpsalot/player_fixes_and_tweaks_cleaned
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Linux Build / Ubuntu Latest GCC (push) Has been cancelled
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Player fixes and tweaks (#1715 cleaned)
2026-05-11 17:55:07 -05:00
Sir-Skurpsalot
c6d35cc461
Update player.h
2026-05-11 16:24:09 -06:00
Sir-Skurpsalot
eab6f07d78
Update player.cpp
2026-05-11 16:22:53 -06:00
marauder2k7
823054ed86
very small sound asset changes
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Adds the resolved track stuff from the soundAsset refactor
also uses the refresh asset so changes do not cause a sound to stop working
2026-05-11 22:22:48 +01:00
marauder2k7
bcde183786
hrtf working example
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working example of hrtf set the pref usehrtf to true to test
For now any mhr file that is in the game directory can be used, just run once to get the index of that mhr and pass that index in to $pref::SFX::hrtfProfile
2026-05-11 22:22:47 +01:00
marauder2k7
345ce3f1d3
fix a few issues and add more info
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more info for the device is printed out, along with hrtf detection
fix levelinfo sending the distance model
2026-05-11 22:22:47 +01:00
marauder2k7
be872a26b4
Update CMakeLists.txt
2026-05-11 22:22:47 +01:00
marauder2k7
acda0354d6
Add reverb
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Adds reverb functionality to sound system
TODO: Make a proper sfxMixer api that will route voices to channels that have the effects slots added to them. this is just a place holder for a more complete implementation
2026-05-11 22:22:47 +01:00
marauder2k7
15a7b8cce0
extra fixes for options menu and setting up from device name
2026-05-11 22:22:46 +01:00
marauder2k7
d56bf257c7
SFX API Changes
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DSound has since been deprecated and xaudio2 would require us to write our own 3d spatialization and mixer
Load devices the same way we load in the gfx end
setup sfx provider
run sfx devices on startup
various fixes around sfx null device
added the bitrate and samplerate globals
added the hrtf global code is in to use this but not setup yet
Adds speed of sound to the sound system
SFXAmbience now has a property for speed of sound for different mediums, can also be set directly
2026-05-11 22:22:46 +01:00
Brian Roberts
54b6c3ec47
Merge pull request #1722 from Azaezel/alpha41/stopSpamming2nd
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followup to #1497
2026-05-11 16:17:00 -05:00
Brian Roberts
5bfaaeb5d6
Merge pull request #1723 from Azaezel/alpha41/ribbonRemoval
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adress https://github.com/TorqueGameEngines/Torque3D/issues/97
2026-05-11 16:16:40 -05:00
Brian Roberts
631e25d0d4
Merge pull request #1729 from marauder2k9-torque/SFX-LoadingSounds-Fixes
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SFX System fixes for loading sounds and buffers
2026-05-11 16:16:10 -05:00
Brian Roberts
ebefc62955
Merge pull request #1725 from Areloch/AssetReimportFixes
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Various fixes for Asset Reimporting functionality
2026-05-11 16:15:54 -05:00
Brian Roberts
dbfd4d322c
Merge pull request #1728 from Azaezel/alpha41/easyNow
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adds a pathshape useEase value.-on by default.
2026-05-11 16:13:53 -05:00
Brian Roberts
58d6038016
Merge pull request #1732 from Sir-Skurpsalot/tsStatic_fix
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Update tsStatic.cpp
2026-05-11 16:13:28 -05:00
Brian Roberts
a416573d69
Merge pull request #1731 from marauder2k9-torque/RefBase-changes
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Update refBase.h
2026-05-11 16:13:04 -05:00
Brian Roberts
397f00c8aa
Merge pull request #1720 from Azaezel/alpha41/coOrbitalCrash
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fix F32 Camera::getDamageFlash() recursion
2026-05-11 16:12:45 -05:00
Sir-Skurpsalot
11bbbbec6e
Update tsStatic.cpp
2026-05-11 15:07:17 -06:00
marauder2k7
2dc27fcc56
Update refBase.h
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fixes the issue with strongweakptrs
uses atomic for the mrefcount making all base classes at least at the weakrefbase/strongrefbase level thread safe
2026-05-10 14:00:54 +01:00
marauder2k7
5c5894703c
SFX System fixes for loading sounds and buffers
2026-05-06 18:16:52 +01:00
AzaezelX
f66454e47d
adds a pathshape useEase value.-on by default.
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camerasplines in general previously assumed you would always want to ease in and out at the first and final node. even when looping. adds an mUsease to it, and to pathshapedata to optionally shut that off. (on by default to behave as legacy)
2026-05-03 22:50:52 -05:00
JeffR
b54865aa74
Fixes the re-import behavior in the Asset Browser to properly prompt the reimport window with the indicated asset in the AB
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Also fixes how the shapeConstructor is searched/parsed when doing reimports vs new import creations
Fixes incorrect assetId usage in some of the prototyping shape constructors so they match now
2026-05-02 11:35:20 -05:00
AzaezelX
c07f68a0a0
remove forceably shrinking the first and last pair of links. it doesn't fix the last quad emission issue, and it actively fights designer values
2026-04-26 15:57:42 -05:00
AzaezelX
0519d1069b
adress https://github.com/TorqueGameEngines/Torque3D/issues/97
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this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad.
we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be.
as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state)
for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.
2026-04-26 15:32:19 -05:00