Commit graph

27 commits

Author SHA1 Message Date
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
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 fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
James Urquhart dad888f862 Fix compile issue with gcc/clang 2023-09-26 12:03:51 -05:00
James Urquhart d278aab929 Improve SceneContainer testing code 2023-09-26 12:03:51 -05:00
James Urquhart d9ff5d3f0e Basic zone code refactor using lists instead of linked lists 2023-09-26 12:03:51 -05:00
James Urquhart 596d13f9a4 Optimize container bin lookups 2023-09-26 12:03:51 -05:00
AzaezelX f4e6060b52 pathshape cleanups and callbacks
sceneObject:
   UpdateXformChange(mat); operates on the parent object, so made no sense to shove it in void SceneObject::PerformUpdatesForChildren(MatrixF mat){
provide callbacks for when the parent/child relationship changes

simpath+camerapline+pathshape
provide a mechanism to embed a callback for a pathshape defined on a path node. example:

            new Marker() {
               seqNum = "7";
               hitCommand = "TheCommand" // <------------------------------;
               position = "-17.0856 -92.2349 4.00051";
               rotation = "0.0334943 -0.254411 0.966516 179.495";
            };

function PathShapeData::TheCommand(%this,%obj)
{
    echo("Do the thing");
}
2022-07-27 16:35:09 -05:00
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
AzaezelX 9c71d5eace Merge branch 'Preview4_0' into alpha40_HiddenHugs 2020-03-29 17:40:22 -05:00
AzaezelX bf50af7954 show/hide children automagically for simgroups via inspector
operates by shifting oninspectpostapply callback further down the inheritance hieracrchy and add some scripts to trigger sethidden and setlocked for all sceneobjects in a given simgroup if the states are set for that group
2020-03-29 17:36:33 -05:00
Areloch 954743f55c Merge branch 'alpha40_pathshape' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:49 -06:00
Areloch a7b7f755a3 Merge pull request #144 from Azaezel/alpha40_editedCallback
adds an onInspectPostApply(%objectInsatnceID) callback
2020-01-14 19:27:04 -06:00
AzaezelX d872d84b9f adds an onInspectPostApply(%objectInsatnceID) callback triggered any time the inspector is impacted (so moving things, scaling them, or otherwise altering variables on a given instance via editor) 2020-01-12 17:25:08 -06:00
AzaezelX f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
Areloch d840d52038 Added asset import logging
Added WIP of lighting viz logic to point and spotlight shaders
Made new asset window adhere to path-based system
Ongoing work to standardize asset import actions
Context-based Asset Import popups
Fixed behavior with adding a new sequence in shape editor
Made it so apply in PostFX editor no longer closes window
Work to re-add class visibility filters in editor
2020-01-09 18:28:53 -06:00
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch 70d85d2241 Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch 8dedcf456a Cleanup of export function to remove redundant arg
Removed unused var
Cleaned up collision export on convexShape
Added prefab export functionality
2018-03-04 16:03:39 -06:00
Areloch 49639a908f Expanded mesh baking functionality, now supporting baking of LODs and Collision meshes 2018-03-01 01:51:18 -06:00
Areloch bdac9286ee Enables setting the forward vector of a Scene Object 2017-10-15 03:49:18 -05:00
Areloch 70c154c7d3 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00
Marc Chapman fcce9be33c obj-select -- object selection functionality
is-camera -- Adds a test for determining if object is a camera.
cam-speed -- added method for getting the camera movement speed.
zoned-in -- connection is flagged as "zoned-in" when client is fully connected and user can interact with it.
2017-07-26 23:59:44 +01:00
Azaezel bac14875f4 allows navmeshes to generate for most scene objects, and adds a NavMeshIgnore method for object-instances to filter them out. 2016-04-04 09:38:24 -05:00
Azaezel c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00