Commit graph

1395 commits

Author SHA1 Message Date
marauder2k7 fc9f221ac0 Prepend symbol for image files
Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7 50f74368b3 various fixes around preview assets and imageassets text field
Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
JeffR 4be2f05bb1 Disables the behavior for building and exporting polyLists for SceneGroups as you can just do so on the individual items, and it can cause erroneous behavior like looping if triggered improperly. 2025-06-11 00:30:36 -05:00
AzaezelX a3d2d13d39 remove stray methods.
revisit loadedstate shortcutting of already loaded textures
2025-06-01 12:41:31 -05:00
JeffR 0e6c33f78a Fixed gui editor drag and drop behavior for image, shape, and sound
Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR 5397c168bc Merge branch 'DirectImageFileOption' of https://github.com/Areloch/Torque3D into development 2025-05-30 00:08:29 -05:00
JeffR 41957cb98f Compares path and filename, excludes png in case the user swapped a dds for a png or the like 2025-05-29 16:06:04 -05:00
JeffR 029427d51c Fixes imageAsset lookup so if we're looking up a full filename path, we compare the actual full paths 2025-05-28 23:23:08 -05:00
JeffR 8ed3bab44c Re-added prefix handling for named texture lookups for image asset fields
Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
AzaezelX 8bd145d54f use of get<some name> methods that already return nulls/false when attempting to load
in contexts where we would want to try first (pt2)
2025-05-28 17:45:02 -05:00
JeffR 0fa8b97f91 Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
Brian Roberts a43458677a
Merge pull request #1481 from Areloch/MiscFixes_20250525
Misc Fixes and improvements including updated autosave handling
2025-05-27 08:03:08 -05:00
AzaezelX ddac695252 unintialized variable cleanups 2025-05-26 14:20:22 -05:00
AzaezelX 9fe13d6a32 sfxEmitter destrctor safties
be more paranoid
2025-05-25 21:56:56 -05:00
JeffR bb7ee38bf4 - Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
JeffR cac068d2c5 Adds the necessary ifdef flags to re-enable the ability to build with tools disabled 2025-05-17 18:41:15 -05:00
marauder2k7 a9240b87f4 Update assetImporter.cpp
image asset importer was doubling up on the filepath.
2025-05-16 08:14:25 +01:00
marauder2k7 6870a040e2 purge assets and clear image
image asset was missing a clear, passing a null value should clear the image asset and set it to null on materials.
2025-05-14 00:57:38 +01:00
marauder2k7 aa3f07e339 update macro
Added get##name##File to macro that will check to make sure the asset is not null before getting the image file.
2025-05-14 00:30:47 +01:00
marauder2k7 a52069bbc5 processed material null ref
processedMaterial was not checking to see if each asset was null before getting the image filename inside the call to _createCompositeTexture
2025-05-13 23:46:54 +01:00
marauder2k7 f86497434e is named target
clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
Brian Roberts 6cda97867c
Merge pull request #1452 from marauder2k9-torque/MEMORY-MANAGER-REFACTOR
Memory Manager Refactor
2025-05-12 15:31:06 -05:00
marauder2k7 e1c01cd49a Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-05-12 14:45:41 +01:00
marauder2k7 15ff382469 plugging found leaks
LEAK from G:\GameDev\GithubRepo\Torque3D\Engine\source\console/consoleObject.h:686
- leak around props remaining after the const_cast free it up

LEAK around sound asset
- assetEnumNameConcat was creating a leak.
2025-05-12 11:50:16 +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 e489e0cd18 go ahead and allow follow without needing a navmesh 2025-04-28 16:01:24 -05:00
AzaezelX a05ff4f351 kill dupe controlmap tracking var define 2025-04-28 14:38:51 -05:00
AzaezelX f278150185 TORQUE_NAVIGATION_ENABLED filtering 2025-04-28 14:31:27 -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 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 7ed3f11c8e might as well go ahead and allow substitution statement support 2025-04-28 00:26:45 -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 20976b485c Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem 2025-04-26 10:11:13 -05:00
AzaezelX b2021caa6d skip sidestepping off a cliff raycast if we're not sidestepping
take current velocity into account for vehicles since some degree of momentum will be maintained
2025-04-25 20:36:22 -05:00
AzaezelX 675bdfe6b3 fix pack/unpack data for AIControllerData's (though we still send nothing, we do need to mark it clientside as false)
more pitchwork for flying vehicle drivers
when flocking is irrelevant just path to next node
2025-04-25 18:50:16 -05:00
JeffR 24db0305f6 Modified callback to ensure that when a shapeAsset changes, groundCovers properly re-initialize to reflect the change 2025-04-24 13:24:26 -05:00
JeffR f31acf774e Adds handling for datablocks to be reloaded if the assets they utilize have their files directly edited. 2025-04-24 00:58:20 -05:00
AzaezelX 6efb3843f6 scale flyingvehicle ai pitch by the amount yaw forces it to roll 2025-04-23 16:25:35 -05:00
AzaezelX c1d32a9fd6 more cleanups and standardizations 2025-04-23 00:05:57 -05:00
AzaezelX d8ea8803c3 simplify calcs by leveraging pre-existing matrix methods and dot product properties 2025-04-22 22:06:32 -05:00
AzaezelX 71b8046bb1 shift mode stop and stuck below modeslowing so we can just do basic math filtering
fix a few bits of eroneous sidestepping attempts by flying and wheeled vehicles.
more work on flyingvehicle resolvepitch and resolvespeed
2025-04-22 00:34:32 -05:00
AzaezelX 584093f48d aiInfo getPosition now optionally takes a doCastray bool (off by default)
AIFlyingVehicleControllerData add flightfloor and cieling
resolvepitch from (portions of) the old aiflyingvehicle resource
no reversing for flyingvehicles, so bottom out resolvespeed at 0
2025-04-21 19:13:31 -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 fdb64b15a8 stop spamming the console with callack status 2025-04-20 21:41:04 -05:00
AzaezelX 185acd23e0 stop controllobjects from fighting 2025-04-19 14:35:18 -05:00
AzaezelX b864908efd clean up a few stray bits 2025-04-19 07:10:18 -05:00
AzaezelX a609917cee put the flocking protocol ion the repath command itself with a high weight so it prioritizes avoidance vs straight following 2025-04-19 06:37:28 -05:00