Commit graph

581 commits

Author SHA1 Message Date
marauder2k7
fa8110ce8f all DECLARE_IMAGEASSET refactored 2025-01-23 22:12:55 +00:00
marauder2k7
5ca1c37fe9 more fixes for hsb conversion and gui updated 2025-01-22 19:14:40 +00:00
GATTOUMIDE
88b5bf9245 Fixes camera speed slider and minor gui adjustments 2025-01-22 00:04:01 -03:00
AzaezelX
87024fe53a fix overdark default sun ambient setting 2025-01-08 18:18:07 -06:00
AzaezelX
6113373efc fix several missing palletbars 2024-12-29 15:59:08 -06:00
JeffR
81ac23fd35 Merge branch 'SubScenes_Gamemode_PR' of https://github.com/Areloch/Torque3D into development 2024-12-15 18:39:03 -06:00
marauder2k7
66aa127fca delete these 2024-12-11 20:34:50 +00:00
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
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
AzaezelX
218caea9e8 remove filtes on misbehaving brushes.
correct range defaults
2024-10-28 09:39:02 -05:00
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
AzaezelX
149f6cc5bf expose min/max height filters to terrain sculpting tab 2024-10-24 15:17:19 -05:00
AzaezelX
24933a1cc7 add min/max tile height entrys to painter, apply those to the general isvalid check for a given tile alteration. apply that to more brushes. 2024-10-24 13:37:45 -05:00
AzaezelX
85955479c8 terrain mask work
adds an isValid(gridinfo tile) command to prefilter out grid elements of a specified nature
applies that to SetEmptyAction::process
also corrects sliderbar positions for terrain painting elements, as ell as adds a min/max slope for removal

potential TODOs: apply it more places pending feedback. add a min/max hieght filter as well
2024-10-23 17:50:07 -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
Brian Roberts
00e5482733
Merge pull request #1323 from Eikelenboom/development
Add extra increased font size to Windowed Console
2024-09-24 18:32:42 -05:00
Nils Eikelenboom
8f2dbd5e2f Add extra increased font size to Windowed Console
Added extra large font to the windowed console.  Use the [-A]  [A+] buttons to change the size.

Preferably would introduce "lineSpacing"  to the GuiConsole object for improved readability; as well to store this into the prefs.
2024-09-24 21:43:01 +02:00
Brian Roberts
b6efb96191
Merge pull request #1322 from Eikelenboom/development
Windowed Console button close / open / resize
2024-09-24 14:13:56 -05:00
Nils Eikelenboom
02b86eafee Windowed Console button close / open / resize
- Close the windowed console when it's opened and the button is hit.
- Resize/reposition the window after reopening.
- Add a button to the GUI editor.
2024-09-24 20:52:41 +02:00
AzaezelX
8461b9dbfd asset browser spam kill
don't report populating preview images if the count is 0
also, remmber to cancel a pending scheduled method if you're rescheduling it
2024-09-23 08:59:36 -05:00
Brian Roberts
fe3e47309d
Merge pull request #1319 from Eikelenboom/development
Remove tabs from asset broser & windowed console
2024-09-23 08:34:45 -05:00
Brian Roberts
a132d73595
Merge pull request #1320 from Azaezel/alpha41/snapsync
snap syncing
2024-09-23 08:34:34 -05:00
AzaezelX
7664b63071 snap syncing
for world and convex shape editors
2024-09-22 14:34:07 -05:00
Nils Eikelenboom
0291b000e0 Remove tabs from asset broser and win. console
Remove the tabs from the asset browser and windowed console. There were some issues and asset browser will be changed soon. Downside is that the windowed console and asset browser will now open on top of each other.
2024-09-22 19:36:48 +02:00
AzaezelX
3fe21e8808 typofix 2024-09-22 05:55:38 -05:00
Brian Roberts
e9638d285f
Merge pull request #1317 from Azaezel/alpha41/ohSnap
preserve gridsnap state between runs
2024-09-17 10:24:14 -05:00
AzaezelX
0612d8508d preserve gridsnap state between runs 2024-09-16 13:52:11 -05:00
AzaezelX
ead06b845e colorpicker cleanups
largely focuses on removing extraneous code and mangled math
2024-09-16 13:24:41 -05:00
Nils Eikelenboom
491f2e8bac Sanitize the window resizing scripts
Instead of magic numbers using a variable with comment so it's clear what is does.
2024-09-13 20:14:43 +02:00
Nils Eikelenboom
ce8a10ba0a Correct Color Picker GUI text & text edit controls
Some text was black on dark which is hard to read. Due to use of non-existing or incorrect profiles. Title is also updated to be visually in line with the rest of the world editor.
2024-09-12 21:27:23 +02:00
Nils Eikelenboom
7031424214 Undo changes to the default level
Sorry that got snuck in there
2024-09-12 20:22:59 +02:00
Nils Eikelenboom
dffb557930 Adjusting window titles to fit properly
Because of the large width & height of the Arial font at 18 did the window titles not fit properly. Font has been decreased and made bold for the sake of distinction. Additional has the terrainpainter window's position been corrected (terrainEditor.ed.tscript)
2024-09-12 18:16:25 +02:00
Nils Eikelenboom
f38352501d Correct undefined background Main Tab
Correct the background of the world editor main tab with a (new) solid fill. Sometimes it appeared as black, magenta or the just the scene itself. Color is fixed for now as it is a unique situation regarding the use of tabs here.
2024-09-10 22:07:02 +02:00
Nils Eikelenboom
8b049e3b01 Correct positioning sidepanels
Sidepanels of the world editors got shifted due to the introduction of the editor tab. Several corrected overall. Some minor tweaks to be expected in a later commit.
2024-09-10 20:39:54 +02:00
Nils Eikelenboom
b0a11d79d5 Remove space below/above toolbars
Remove the (thin) space between the world editor toolbars.
2024-09-10 13:20:11 +02:00
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
4bb26bf96c Reorganized the exec's for datablocks in module template file to be within the start/stop blocks
Tweaked example module script file to comply
Moved ExampleGameMode script file to scripts/shared since client and server need access to the gamemode for logic to work
2024-09-01 23:26:10 -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
AzaezelX
9da7823074 clean up surface property visualizer
stateblock cleanups, and kill off stray glowbuffer leftovers
2024-08-29 19:17:24 -05:00
AzaezelX
265ce8429b fix guiwindowCTRL callback
also set asset browser to use rows or columns depending on which dimension is longer
2024-07-28 05:51:03 -05:00
Areloch
c9a1955b47 Removes old remaining refs to PauseMenu
Updates and moves the escape keybind to be an actionMap that is activated/deactivated in the UI module when a client connection is processed to keep it within the module's functionality
2024-06-28 20:47:42 -05:00
marauder2k7
2132379b05 backwards compat
Changed: addCollisionDetail now has its fill mode at the end for easier backwards compat
2024-05-16 21:21:34 +01:00
marauder2k7
92b10df7eb cleanup nodes
ADDED: functionality to clean nodes out of the script that are related to a specific target
ADDED: functionality to clean multiple addCollisionDetails from the script
ADDED: ColConvex get added as nodes now and dont just get skipped (for future reference ColMeshes are checked for colConvex are not but this will be needed in future)

Removed: erroneous deletion of nodes and meshes from shapeEditorActions tscript file.
2024-05-16 07:04:54 +01:00
marauder2k7
25b0c5e2b1 finish fill mode setting
now fill mode actually takes effect and changes the fill mode type used to generate the convex hull
2024-05-16 04:32:14 +01:00
marauder2k7
f963a78446 TEST progress
Adding multiple collision hulls and shapes through the shape editor now works as intended though with multiple convex hulls it does produce a few lag spikes on first load of the objects.
2024-05-15 07:32:26 +01:00
marauder2k7
78f6206cde repurposed sliders
repurposed and renamed the 2 sliders in the gui to be for settings in vhacd
added the drop down for fillMode types but it is not hooked up to source yet
2024-05-14 17:20:17 +01:00
AzaezelX
6c3a412275 add search bar to datablock inspector 2024-05-13 21:33:45 -05:00
AzaezelX
2a941e733e asset browser was passing along screen position, not scene position based on drop at options 2024-04-13 15:23:30 -05:00