Commit graph

1213 commits

Author SHA1 Message Date
JeffR e56df92002 Used the math from PathShape updating to standardize updating the transform of the child objects 2024-11-17 14:53:04 -06:00
JeffR 75fb6683f5 Fixed up render transform handling for SceneGroups 2024-11-14 20:23:23 -06:00
JeffR 2c8adfdf93 Fixed child relative transforms for when SceneGroups are updated 2024-11-14 19:29:41 -06:00
JeffR 9ff2a56466 Fixed issue of mis-transforming child objects so rotation would be weird when rotating subscenes
Fixed issue of action buttons breaking with subscenes when going between child-object manip modes and not
2024-11-13 17:10:27 -06:00
JeffR e2d0cc1981 Fixes issue where Regenerate Bounds button for SceneGroup/SubScenes wasn't displaying by moving it to Editing inspector group
Added mode toggle for if changing the transform influences the child objects of a SubScene or not
Added onSelected/onUnselected callbacks for SimObjects to allow contextual behavior in the editor
Added functionality of programmatic/dynamic Tool Button Palettes
Added logic so when selecting SubScenes the world editor palette has new buttons for letting the move/rotate actions influence the child objects
2024-11-05 20:14:36 -06:00
JeffR 10d1aeca1f Shift tracking of dynamicObjects from strict child objects for Scenes, to tracking the objects but keeping them in the Cleanup Group to fix prefab loading behavior
Shifted to utilizing SimGroupInterator and persistenceManager to fix saving issues with SubScenes
Shifted to utilizing SimGroupIterator for Scene saving to standardize and minimize object misses
Changed prefab load file logic to add loaded child simgroup to rootscene for consistent tracking and avoiding conflicts with subScene's hijacking the ImmediateGroup var
Reduced duplication of build<type>field callback for inspectors
Added more standard field type lookups to inspector group when creating a field to avoid misses for types like 'F32' or similar.
Folded the added-on MinSize/MaxSize/SimgroupSelect fields for SimGroup editing into a single compound field and fixed bugs with it's behavior so it works as expected now
2024-10-27 20:04:13 -05:00
JeffR 484ece3d28 adds loadIf conditional eval, onLoad/UnloadCommands, ability to freeze loading state and per-subscene ticking for conditional checks
Fixes for child iteration of subscenes
Renamed tripCondition field in triggers to tripIf for consistency/naming clarity
Added ability for callbacks for gamemode to have reference on which subscene was loaded/unloaded for respective callback
2024-10-21 00:08:07 -05:00
JeffR e4d07c7e8d Adds utility function and method to be able to enact a load of subscenes at a specific world position
Adds loadIf conditional logic to evaluate if a subscene is 'allowed' to load when tested
Adds isAlwaysActive to GameMode to be able to flag a gamemode as being defaulted to on and used automatically
Updated GetGameModesList function to return an arrayObject of the gamemodes found
Overhauled CallGameModeFunction to utilize the gamemodes list with active/alwaysActive modes being called against, rather than level-scanning
Updated ChooseLevelMenu to be able to toggle on/off multiple gamemodes with an image indicator if it's active or not
2024-10-04 00:10:26 -05:00
JeffR 20a01d9f02 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into SubScenes_Gamemode_PR 2024-09-28 22:11:39 -05:00
Areloch a931e9a308 Tweaks the Scene and SubScene save calls to handle simGroups to call onto their children 2024-09-05 13:49:13 -05:00
Areloch 6ff92f61bb Fixed SceneGroup onInspect call to call up through parent
Adds utility methods and SimGroup onInspect injection to add a select button in inspector to select objects under simgroup
2024-09-03 18:25:28 -05:00
Areloch d896a2b99a Removed scan-down of subscenes from Scene's getObjectsByClass call
Properly returned value for SubScene::save()
2024-09-01 17:14:08 -05:00
Areloch ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00
Brian Roberts 5d4925bec7
Merge pull request #1273 from Azaezel/alpha41/steeringSupport
play steering thread on server so mounted objects like turrets can be…
2024-08-28 17:15:28 -05:00
AzaezelX 7678f680a4 fix light emission point for shapebaseimaged
light generally comes from the muzzle of a gun, not the ground
2024-08-07 11:02:46 -05:00
Areloch c0dec83a21
Merge pull request #1296 from Azaezel/alpha41/revertReformulation
roll back player animation picking
2024-07-26 17:15:46 -05:00
AzaezelX b5e1b32064 roll back player animation picking
old one worked better even if it made the compiler scream
2024-07-26 10:25:02 -05:00
AzaezelX eaa09a6db7 corrections:
fill in missing SceneObjectTypes enums.
parity with simobject.cpp and objecttypes.h
correct inspector display
2024-07-24 20:43:36 -05:00
AzaezelX 72c67e196a Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into Enumnanigans 2024-07-24 17:58:27 -05:00
marauder2k7 776a9b9024 Update particleEmitter.h
....how was this working before.....
2024-07-22 21:37:51 +01:00
marauder2k7 6807abc8b6 ID10T error
no default does not need case -_- id10t error, few other fixes
2024-07-22 21:12:48 +01:00
marauder2k7 a621cc5100 various warnings
warnings cleanup
2024-07-22 20:59:48 +01:00
marauder2k7 547b8c8c8c Merge remote-tracking branch 'upstream/development' into PhysicsDiscovery-tests 2024-06-25 13:17:39 +01:00
Brian Roberts 760c153232
Merge pull request #1288 from Azaezel/alpha41/posePoking
pickanimation filter fix, with docs
2024-06-15 14:30:52 -05:00
AzaezelX 7ac714606f proper formulation 2024-06-11 16:08:07 -05:00
AzaezelX 61978fa4da pickanimation filter fix, with docs
sorts the order of operations flaws clang was complaining about, with explainations on why
2024-06-11 15:21:24 -05:00
AzaezelX a58f98167f handle missing virtual destructors
clang translation: destructinplace needs to know what to erase.
2024-06-10 13:20:09 -05:00
marauder2k7 25d6ee5372 backup
backup commit
2024-05-20 12:21:37 +01:00
marauder2k7 2d2d3c7560 PlaneConvex
Working example of a plane convex type, now groundplane does not need to create a box for its collisions.
2024-05-19 01:18:50 +01:00
Areloch b77911bdcd Exposes the SceneObjectTypeMasks as an enum type, allowing it to be utilized in inspectors.
Updated Trigger triggeredBy field to utilize new enum type for editing
Updated MaterialDefinition's animFlags field to utilize appropriate enum type for editing
Fixed image reference in bitmask inspectorField type to use correct image asset name
2024-05-04 09:56:04 -05:00
AzaezelX 3a7f3beb64 play steering thread on server so mounted objects like turrets can be linked to it 2024-05-02 21:01:16 -05:00
marauder2k7 ce4d861658 Test PR for generating cubemap mips
note ibl skips prefilter step and prefilter just becomes the cubeRefl.getCubemap()

Generates cubemap mip levels after the bake correctly on DX side.
2024-04-18 07:56:52 +01:00
AzaezelX 785872d398 getPrefabByCHild should skip NULLs 2024-04-15 13:20:09 -05:00
AzaezelX 00bdc913b0 onAssetRefresh(); already chains. no need to call that again 2024-04-06 17:14:56 -05:00
AzaezelX 40d38cc1ec uneeeded 2024-04-06 16:48:02 -05:00
AzaezelX 5ff83138cf need to set state to ok post-load and pre-changesignal callback 2024-04-06 16:39:31 -05:00
AzaezelX 3ace31c68c crashfix work for hot-editing shape assets tied to tsstatics 2024-04-06 14:48:22 -05:00
marauder2k7 7874c0ae27 Merge remote-tracking branch 'upstream/development' into virtuals-override 2024-03-19 19:11:24 +00:00
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX bfc921da22 reload chain execution
for imageassets and materialassets, check any other assets using them, and uppon completion of reloading, kick off the using assets reload as well in serial
2024-03-17 21:30:19 -05:00
AzaezelX c7cc86b357 clamp spot angle to 179,
up custommaterial inputs to 16
add Material::PhotometricMask:handling to processedcustommaterial
and for paranoias sake go ahead and be explicit about _getLightMaterial (those *should* be unneeded as they optionally default to that, but it's how they were in the beatup fork during testing)
2024-02-23 11:52:43 -06:00
AzaezelX de87d2f6ad fix guishapeedpreview not displaying IBL
note this *does* require a baked skylight in the main scene
todo: track down why a similar protocol does not operate for guimaterialpreview and guiobjectview
2024-02-10 13:36:55 -06:00
Brian Roberts 25a3c3325f
Merge pull request #1208 from jamesu/datachunker_refactor
Datachunker & FrameAllocator refactor
2024-02-09 20:32:39 -06:00
AzaezelX c9ac4ffbfe correct grouping 2024-02-05 21:02:41 -06:00
AzaezelX cea641b154 don't early out, *do* use case sensitive filename finding for the stringtable, and finally, don't even bother setting the mSoundpath here unless it's to clear it 2024-02-05 18:41:07 -06:00
AzaezelX ef858d726b remindernote: false for unchanged, true for changed 2024-02-05 14:40:24 -06:00
AzaezelX da9b9ed787 prelim refactor 2024-02-05 14:23:11 -06:00
James Urquhart 3781c7fae5 Add an alternate allocator for DecalManager; Also fix SFX weirdness. 2024-02-04 23:27:31 +00:00
Areloch 1e21cc678f Fixes the handling of imageAssets for array'd field types, as well as fixing the editor behavior of guiBitmapCtrl so the imageAssets correctly update the fields upon editing 2024-02-04 14:45:19 -06:00