Also adds a check so if we have spawned as just a camera, it scopes down to the client correctly
Correctly has the shortcut calls activate for the spawn override callbacks if no modules or gamemodes are able to respond to them
Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group
Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys
Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another
Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);
callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);
callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);
This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
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
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
changes required to get masox to run.
Some further changes possible required around resourceHolder in future.
The geometry shader works in macosx with gl version 3.3, though i do think some changes are required internally to account for a lack of OUT_col%
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.
few other minor additions and fixes.
add the extra functions for drawing gui elements
RoundedRectangle:
All draw rect functions now pass through roundedRectangle which uses a shader and can draw borders, and rounds the corners
Draw thick line:
draws a line thicker than 1 pixel, uses a geometry shader to do this
Draw Circle:
Draws a circle with a border parameter.
Both ies and cookies can now exist on a light
We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment
Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
ADDED: Ability to add IES profile as the cookie texture slot in both point lights and spot lights
TODO:
Have the IES Profile also drive the settings for the lights.
Make it work with Cookie textures. IES profiles are to be another slot in the advanced light section.
Adds a callGamemodeFunction invoke for when the client is done loading the mission so the gamemode can do stuff once the player is done loading, but before fully connecting/spawning in
now also trips on object instances and datablock namespaces
ensures there's a generic hook for post-load processing for objects created by a scene to reference other objects created during that process
- Updated the handling of the option slider entries to utilize temp vars and properly complied the audio channel options to the new setup
- Fixed issue where behavior of slider was erratic because of improperly defined tick count
- Added logic to check if audio sliders were changed for the 'check unchanged settings' logic
- Made the keybind remap inputCtrl ignore axis events
- Made the MessageBoxDlg input commands properly check for key makes, to prevent messages boxes from catching key breaks and blowing past follow-up messageboxes accidentally
- Fixed forward/backward iteration of options entries, especially on dpad, and added handling for gamepad stick to do the same
- Added logic so option sliders can also be manipulated by the forward/backward to make it standard for all
- Fixed erroneous marking of "restart required" message as true if any settings change, and not just settings expressly flagged as requiring a restart
- Fixed formatting of resolution strings for the internal values, allowing them to be properly parsed and applied by the options menu/canvas
- Fixed display of Display Device on option's menu
- Fixed Issue of it not displaying any keybinds in keyboard/gamepad options if there's only a single actionmap
- Added 'hold to scroll' action to optionsMenu
- Added apply button to options menu
- Added remap button to options menu when on keyboard/gamepad keybinds categories
- Fixed up the remap logic so remapping a key only unbinds the matched device being bound, so binds for different devices are untouched
- Made keybinds options properly refresh when keybinds are changed
- Shifted keyboard "go" keybind for menu nav from Enter to Space for easier use
- Removed stick keybinds from gamepad