Commit graph

1156 commits

Author SHA1 Message Date
marauder2k7
f86497434e is named target
clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
marauder2k7
18b1b6d1d0 Update image.tscript 2025-05-12 21:51:16 +01:00
marauder2k7
e1c01cd49a Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-05-12 14:45:41 +01:00
AzaezelX
4ba93dafc3 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem 2025-05-03 15:25:36 -05:00
Brian Roberts
798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
Updates most of the handling of asset types to follow a more standardized type-registration system.
2025-04-29 13:19:50 -05:00
AzaezelX
618ddbc9ba Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
# Conflicts:
#	Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
AzaezelX
c6f19e5cae fix nav editor stop comand 2025-04-28 12:49:48 -05:00
AzaezelX
be35c27411 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/DamageModel
# Conflicts:
#	Engine/source/T3D/vehicles/vehicle.cpp
2025-04-28 10:53:53 -05:00
Brian Roberts
2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX
2ae10c7ce1 add reload status to onNewDataBlock callback
and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
AzaezelX
b643aa41a2 take flight floor and ceiling into account for yaw too
ditch roll compensation as it was causing more problems than it was solving
2025-04-26 21:04:06 -05:00
AzaezelX
8fa132707d fix stop button 2025-04-26 10:37:42 -05:00
AzaezelX
20976b485c Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem 2025-04-26 10:11:13 -05:00
JeffR
7b7de1f10f Adjusts the handling of the disconnect call to not utilize package overrides, but instead a callOnModules invoke like most other cross-module calls.
This allows the editor to issue a disconnect call properly again.
2025-04-22 18:20:12 -05:00
AzaezelX
6200a6f1fb add a calibrateable mHeightTolerance
for players this defaults to 0.001, for wheeledvehicles, 2.0, and for flyingvehicles, 200
fix naveditor cript not looking up the object.datablock.aicontrollerdata
fix AIWheeledVehicleControllerData not binding the relevant ::resolvespeed
also the relevant ::resolvespeed now lowers the throttle post-turning
add AIFlyingVehicleControllerData
2025-04-21 14:58:11 -05:00
AzaezelX
32d95d3b8b put AIPlayer support back, and it as the default class to spawn 2025-04-20 15:29:26 -05:00
AzaezelX
1fad2c7372 AIWheeledVehicleControllerData wipwork 2025-04-17 20:01:36 -05:00
AzaezelX
d0b0070ec7 set navmesh test tool bots to damage enabled and navmeshignore 2025-04-17 18:15:41 -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
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
AzaezelX
860ac41181 handle enabled->disabled->destroyed filters properly 2025-04-10 13:08:43 -05:00
AzaezelX
9007aa9532 basic vehicle eject onDestroyed code
leverages Parent to also call the rest of the deletions
also fix setdamagedirection for players driving vehicles instead of either on thier own
2025-04-08 19:50:47 -05:00
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
AzaezelX
8ef5760b5d fix make a mesh sometimes shifting position in level
leverage the fact that when we create the backup prefab, that compresses down to one selected object
from there we can get it's position and use that for the bake location
2025-04-05 16:38:27 -05:00
marauder2k7
7c4d41ee21 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-04-05 15:59:02 +01:00
AzaezelX
3b2651c0ab typofix for bad %client.spawnDataBlock filtering 2025-04-02 17:40:37 -05:00
AzaezelX
8ac9da0e9f fix spawn failure reports
also force the fallbacks on failures
2025-04-01 20:48:50 -05:00
JeffR
0bf38aacf3 Made the Asset Properties inspector ctrl be a regular GuiInspector control
Standardized the image asset action menu and editing callbacks while leaving it open for modification/expansion later as needed
2025-04-01 02:10:13 -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
435462c738 fix the other previewss 2025-03-28 13:00:25 +00:00
marauder2k7
9cf17ae9a0 Update assetBrowser.tscript
remove spam from debug echos
2025-03-28 12:41:42 +00:00
marauder2k7
bfe2401ebb get image metadata
adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
2025-03-28 11:14:21 +00:00
marauder2k7
4d14610753 Update materialEditor.ed.tscript
cleanup materialEditor script
2025-03-27 09:22:22 +00:00
marauder2k7
fad397d914 always cleanup -_- 2025-03-27 09:11:40 +00:00
AzaezelX
9f11f132d3 fix wetness 2025-03-26 06:22:01 -05:00
marauder2k7
e1a2a6d9f9 fix material editor
material editor now handles named targets propertly when loading
also update preview image in material editor
2025-03-26 10:55:54 +00:00
marauder2k7
16d219769f set preview image
set the image asset preview image for namedTargets
2025-03-26 10:12:14 +00:00
marauder2k7
bab7878ca6 give named target a fallback
we need to give named target a fallback image so references are kept when a named target is not ready.
2025-03-26 09:12:06 +00:00
marauder2k7
9ff4c84bc8 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-03-25 21:02:57 +00:00
AzaezelX
5666373447 unmangle brdfTexture. again.
also correct roughnessToMipLevel, specular tinting and missing horizon correction
2025-03-24 18:18:12 -05:00
marauder2k7
0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00
AzaezelX
9d7fdab193 correct further flaws with albedo handling 2025-03-23 20:53:32 -05:00
AzaezelX
61dbbf7102 clean up brdf
it was loading in the wrong colorspace, and there as a mix of texture/textureLOD refs leading to inconsistencies
2025-03-22 13:38:09 -05:00
AzaezelX
42710ec6f0 specular review
cleanup of various calcs
2025-03-22 10:00:45 -05:00
Brian Roberts
80b16185ef
Merge pull request #1404 from Azaezel/alpha41/albedoOops
proper correction for missing direct light suface coloration
2025-03-02 00:29:26 -06:00
AzaezelX
6381065eea proper correction for missing direct light suface coloration 2025-03-02 00:29:04 -06:00
Brian Roberts
e8028b93a7
Merge pull request #1403 from Azaezel/alpha41/spawnSphereShaping
ObjectBuilderGui::buildSpawnSphere
2025-03-01 18:41:08 -06:00
AzaezelX
0562e2fea6 ObjectBuilderGui::buildSpawnSphere
adds a build callback for the add menu->markers->spawnsphere, using the general case presentation
2025-03-01 18:40:49 -06:00
AzaezelX
5f1eec0e00 expand playgui callbacks to also allow game modes to inject element layers 2025-02-27 14:41:21 -06:00