AzaezelX
b8e135759f
player extendabilty flexpoints
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set several variables and methods to prtected instead of private for ease of inheritance
2025-09-27 15:38:08 -05:00
AzaezelX
7f1b83f1c6
remove redundant reskin
2025-09-19 09:36:46 -05:00
AzaezelX
03c99f845b
fix crash with unclean exit
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for player, if we're unmounting because we're being deleted, don't bother animating
for tsthreads in general, not much point in removing the threadlist, then checking if it's scaled
2025-07-14 08:08:22 -05:00
Brian Roberts
5c9e34a90c
Merge pull request #1515 from Azaezel/alpha41/preLoad
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try to load shapes during preload
2025-07-06 22:35:33 -05:00
AzaezelX
e8ccb3443a
try to load shapes during preload
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it's half the point of the protocol
2025-07-06 19:51:55 -05:00
AzaezelX
1b6a0a5f74
further filtering for updatePlayerAttachment
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*just* check pathshape/staticshape/terrain for determining if we are attaching/detaching from a pathshape
and don't bother if we're not enabled and not falling
2025-07-05 18:01:01 -05:00
AzaezelX
0f2e4b80e6
add grace hieght for pathshape snapping eval
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leverage minFaceDistance plus current hieght to try and ensure stepping down into a pathshape/tsstatic within the 0.1 ot -1.0 detection range range doesn't snap you through another one.
2025-07-03 16:57:00 -05:00
marauder2k7
5d641929cf
player and ground cover
2025-06-19 14:10:00 +01:00
marauder2k7
ca1604170d
initial commit
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change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00
AzaezelX
618ddbc9ba
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
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# Conflicts:
# Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
Brian Roberts
2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
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add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX
2ae10c7ce1
add reload status to onNewDataBlock callback
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and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
AzaezelX
3210325f3f
elevated mAicontroller to shapebase
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aiwheeleedveiclecontrollerdata resolvespeed now only touches throttle
objects assigned aicontrollers now reflect that by thier objecttype
basic flocking
2025-04-19 04:25:36 -05:00
AzaezelX
d36cf31707
more safeties. simplified reverse steering calc
2025-04-18 18:27:39 -05:00
AzaezelX
712404c9b4
hook up Vehicle's getAIMove(Move*);
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list aiControllerData's in the datablock. though the command is still required to set the controler and look up the relevant db for game specific logic
2025-04-18 12:28:49 -05:00
AzaezelX
2d0bcbcf8d
behavioural change: feeding an AInfo an object with a 0 radius causes the class to fill in radius from that objects bounds box
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also, vehicle direct hooks
2025-04-18 11:36:27 -05:00
AzaezelX
78a26b0108
expose a getThrottle for vehicles. save some calcs in AIWheeledVehicleControllerData
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deletion cleanups
2025-04-18 11:00:13 -05:00
AzaezelX
4f87ad4cf7
moar gaol tracking cleanups
2025-04-17 12:27:05 -05:00
AzaezelX
4fb92f02a3
completed list of roughly ported over scripthooks.
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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
2fe36a571b
setaicontroller: use Ids
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get rid of duplicated mMoveDestination
2025-04-15 18:01:18 -05:00
AzaezelX
201b7bf695
aiController.setMoveDestination test
2025-04-15 17:00:36 -05:00
AzaezelX
8c663a19a5
generalized ai subsystem wipwork
2025-04-15 15:12:27 -05:00
AzaezelX
5b2c0c7703
add a controlmap entry
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for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
AzaezelX
2d974cebf5
add difFloatPi range validator
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player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
2025-04-03 16:52:49 -05:00
AzaezelX
f633ef3a3d
fill in the validated variables
2025-03-09 11:53:23 -05:00
JeffR
bf9f0ee6cd
Adjusts the test behavior for when the player class tries to ray-check against PathShapes to nudge the player to a safer position. Originally it ONLY checked pathshapes, so a static over a pathshape could cause erroneous behavior.
2025-01-27 00:15:14 -06:00
AzaezelX
7b393b668b
handle pathshapes comming in from above players more gracefully
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if you're within a pathshape as it moves, put you on top
2025-01-15 20:35:02 -06:00
AzaezelX
b5e1b32064
roll back player animation picking
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old one worked better even if it made the compiler scream
2024-07-26 10:25:02 -05:00
AzaezelX
7ac714606f
proper formulation
2024-06-11 16:08:07 -05:00
AzaezelX
61978fa4da
pickanimation filter fix, with docs
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sorts the order of operations flaws clang was complaining about, with explainations on why
2024-06-11 15:21:24 -05:00
Areloch
af7b5cdb34
* Improved logic to better handle the callback kickoff for actionAnimations happening
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* Also adds animation name to callback so you can work off which animation triggered it
2024-02-04 00:03:35 -06:00
AzaezelX
e5a7c73bbe
remove arbitrary impact sound spam
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1) don't call them when onimpact threshold isn't crossed.
2) *definitely* don't call them with an arbirtary /3 threshold
2024-01-21 13:05:37 -06:00
AzaezelX
aa02e48c8d
add safeties for enum math across define boundaries
2023-04-26 22:27:35 -05:00
AzaezelX
1fb4f57f6e
adress #96
2023-03-30 14:19:50 -05:00
AzaezelX
c4ae6258cc
sound safeties and future notes
2023-02-26 17:26:43 -06:00
AzaezelX
15f7f04bee
standardize soundasset preloading for datablocks
2023-02-19 05:19:51 -06:00
AzaezelX
1b33b01eb1
add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values
2023-01-28 16:12:05 -06:00
AzaezelX
ace18d0246
layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent
2023-01-24 19:30:09 -06:00
AzaezelX
f07c8745b2
inspector cleanups
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clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
2023-01-24 17:12:23 -06:00
AzaezelX
8821f62b0c
misc fixes
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utilize specialty case soundarray macros.
slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
AzaezelX
77ef842670
particle emission safeties
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both for player specifically, and emission in general
2022-07-27 16:26:58 -05:00
AzaezelX
bba3b1a8d6
proper player head rot clamp
2022-06-01 10:30:45 -05:00
AzaezelX
c3eb5e028b
constrain player mRot.z reguardless of translation
2022-05-31 22:00:15 -05:00
AzaezelX
f0d919e859
sound asset conversions - materials
2021-10-14 19:09:20 -05:00
AzaezelX
9217c62446
sound followups
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debug spam removal
2021-10-14 15:04:52 -05:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
AzaezelX
19eb3c42f0
more enum work, now with somewhat clearer boundary names, and some debug spam for initpersistfields, and pack and unpack macros to help us try and trace why those are scrambling
2021-10-02 21:05:04 -05:00
AzaezelX
d3693bef8d
shifted playerdata down to the Long Lists block. fix player enum ref source side
2021-09-30 14:40:03 -05:00
marauder2k7
d700ea4878
Committing player separately.
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shapeBase is its own beast and will require a very critical look over once its up.
2021-09-29 11:41:57 +01:00
Areloch
426f5974da
Corrected ShapeAsset array initpersist macro to assign arraySize
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Uncommented line in preview build function for material assets so they generate the reduced preview image
Added cubeFace to cubemapData import processing vars checked
Updated ShapeBaseImageData convert vars to properly use asset var names
2021-08-08 23:44:17 -05:00