- Changed ChooseLevelMenu layout to have a vertical list for levels with a static preview set, as well as a separate tab for server configs if trying to create a server
- Added field to set password for connecting to passworded servers on the JoinServerMenu
- Added sanity check so you can't try and activate a menuList that has no children(caused error spam)
based on https://github.com/TorqueGameEngines/Torque3D/pull/1165 and after further talks with @AtomicWalrus:
use the massbox or bounds box based mRigid.setObjectInertia method
to reduce recirulating, combine resolvecollision and resolvecontacts
clamp seperation force for contact resolution
gravity normalized to earth standard (9.8,not 20)
take delta-time into account *once* for kinetic energy vs gravity rest checks
and for debug purposes, expose mRigid.atRest to the inspector to see if it's truly at reast or grinding calcs to minimal effect
review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
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
-Add buttons to the inspector for SFXEmitter that will play pause and stop the sfxEmitter.
NOTE: Purely effects the state of the emitter when in the editor this will not effect sfxEmitter functionality in a level.
* 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
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Co-authored-by: AzaezelX <quillus@hotmail.com>
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
dragforce for rigidshapes and children defaulted to a value it's own debuggers won't complain about out of the gate
removed duplicate invalidation for flying vehicle sounds causing network instability
removed redundant hovervehicle vars
downshift the exposure of the entry to rigidshape so it and vehicles all have the button.
fix moving them after they've become atrest failing to apply gravity untill collided with or applyimpulse is called on them
de-duplicate vehicle networking in reguards to rigid body instance variable transmission
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
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
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.