Commit graph

62 commits

Author SHA1 Message Date
AzaezelX
9e2666ed09 nav editor compliance 2025-04-28 14:35:26 -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
3210325f3f elevated mAicontroller to shapebase
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
f84bf058c9 navigation: setPathdestination now takes a replace bool to preserve the goal
also killed a few now extraneous  clearfollow calls
2025-04-17 17:51:31 -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
f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
marauder2k7
b1e7b817d2 Update duDebugDrawTorque.cpp 2024-07-22 21:40:57 +01:00
marauder2k7
6807abc8b6 ID10T error
no default does not need case -_- id10t error, few other fixes
2024-07-22 21:12:48 +01:00
marauder2k7
a621cc5100 various warnings
warnings cleanup
2024-07-22 20:59:48 +01:00
marauder2k7
2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7
efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX
fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
AzaezelX
aa02e48c8d add safeties for enum math across define boundaries 2023-04-26 22:27:35 -05:00
AzaezelX
f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
JeffR
305e4851e0 Fixes issue with using Edit Asset in RMB menu in AB on datablocks where it wouldn't correctly recognize the datablock
Fixes issue where the local sfxProfile in a sfxEmitter would share pointer reference to the utilized shapeAsset's sound buffer, so when it's deleted it would nuke the soundAsset's buffer, causing reference exceptions
Adds includes to torqueConfig.h in several files that are blocked out with TORQUE_TOOLS to ensure that if the flag is on in the config file, the files are loaded/compiled as expected
Add sanity check to AssetManager::unloadAsset to ensure that the assetDef being unloaded was actually correctly loaded/registered into the console in the first place
2022-07-02 23:27:18 -05:00
AzaezelX
4a7104e5ea fix TORQUE_TOOLS = off compilation 2022-06-13 12:38:08 -05:00
Robert MacGregor
1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
OTHGMars
46b0aee637 NavMesh loading from zip file. 2021-01-11 04:51:21 -05:00
Lukas Aldershaab
c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
AzaezelX
a46bf3d7e5 uninitialized variables-navigation 2020-05-11 15:08:57 -05:00
Azaezel
f00323c5b9 the buildtiles method does not in fact build tiles right then and there, but instead queues tiles to update themselves over time. as such, simply disabling then enabling collision no longer functions (and how it did before so before is frankly likely due to exploiting a bug someplace upstream). as such, we set the same flag for NavMeshUpdateAll as we do for NavMeshIgnore to filter something as hidden from navmesh generation or not on a permanent, instead of a temporary basis via removing from the physics sim since it's likely to still be generating by the time it's put back. 2019-03-06 18:14:36 -06:00
Areloch
6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Lukas Joergensen
0fff33869c Eliminate unnecessary uses of ConsoleMethod 2018-04-17 22:36:32 +02:00
Lukas Joergensen
e718841467 Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Azaezel
f0c29172ca gui shadowvar cleanups 2018-03-15 14:50:54 -05:00
Azaezel
d0e47ee1ee davmesh debug draw membervar cleanup 2018-03-14 15:13:44 -05:00
Azaezel
83aa47da1a profiling blocks for navmesh subsystem analysis 2017-04-05 13:04:25 -05:00
Thomas "elfprince13" Dickerson
27e2871b01 Replaced StringTable->insert("") with StringTable->EmptyString() 2017-01-11 23:36:04 -05:00
Thomas "elfprince13" Dickerson
bcc5459818 whitespace 2017-01-11 23:34:46 -05:00
Azaezel
dd071484da Merge branch 'development' of https://github.com/GarageGames/Torque3D into andOrMaybe
Conflicts:
	Engine/source/T3D/staticShape.cpp
2016-12-20 22:50:28 -06:00
Francisco Montañés García
87fb2d827b I's not working because onNavMeshUpdate string comparation will never succeed.
DefineEngineMethod(NavPath, onNavMeshUpdate, void, (const char *data),,
   "@brief Callback when this path's NavMesh is loaded or rebuilt.")
{
   if(object->mMesh && !dStrcmp(data, object->mMesh->getIdString()))
      object->plan();
}
2016-11-24 19:09:00 +01:00
Azaezel
1ee127b753 more unused variable cleanups 2016-10-16 14:41:34 -05:00
Azaezel
c57b1a8b70 clang reports: unclear || + && and &+| mixes. 2016-10-14 17:26:13 -05:00
Francisco Montañés García
800b7d1fd4 Write Links only when mLinkIDs.size() > 0 2016-09-14 13:08:20 +02:00
Azaezel
6a5820d3a2 navmesh file load error-fix
don't try to read 0 length buffers
2016-08-01 17:22:19 -05:00
John3
060649dbad typo "tomove" to "to move" 2016-06-12 14:34:26 -05:00
Azaezel
bac14875f4 allows navmeshes to generate for most scene objects, and adds a NavMeshIgnore method for object-instances to filter them out. 2016-04-04 09:38:24 -05:00
Azaezel
554a871df9 Merge branch 'development' into navMess2
Conflicts:
	Engine/source/navigation/navMesh.cpp
2016-02-21 15:27:12 -06:00
Azaezel
612d932372 Revert "Update navMesh.cpp"
This reverts commit f3ff199554.
2016-02-19 17:34:27 -06:00
Anis
f3ff199554 Update navMesh.cpp 2016-02-13 18:50:11 +01:00
Azaezel
f06db00255 dynamic_cast check for regeneration for paranoias sake + an alias method. 2015-12-03 18:34:53 -06:00
Azaezel
45055f8f3e formatting 2015-11-27 18:18:21 -06:00
Azaezel
e63c0a78a3 NavMeshUpdateAll leak suppression (not 100% preventative)
1) Reset the build when adding potential dirties to the list to ensure it isn't trying to kill off a dirty entry that it's passed by.
2) mSaveIntermediates = true; causes leakage even with all this. still tracking that end.
3) Need to remove a dead tile whether there's new data to replace it with or not. Empty tiles are an entirely possible case. Even a probable one if you have high verticality in a level.
4) Likewise you don't want to re-feed the same geometry list for a given tile in case the conditions have changed.
5) If no vertcount then clear all geometry entries. (that one might be paranoia)
2015-11-27 17:43:08 -06:00
Azaezel
b0b39b5f83 mDirtyTiles changed from std::queue to a vector
allows us to leverage  .push_back_unique(&foo); and .clear();
2015-11-27 16:17:30 -06:00
Azaezel
555610f69f Addresses roughly half of the C4189 errors though the following methodologies:
1) truly unused vars removed
2) vars leading to remmed out code for debugging remmed in turn.

left out:
vars in macros.
2015-07-29 03:03:27 -05:00
Areloch
527c3790d6 Issue found with PVS-Studio:
Many instances where we would create a object via a new call, and then check that it was non-null.

This is redundant, as if we ever were in a situation where new failed, we'd be crashing left and right already, so the additional check is wasted processing.
2015-07-21 23:22:21 -05:00
Areloch
73c6db715d Corrected spacing on the brackets to line them back up 2015-07-19 02:02:07 -05:00
Areloch
11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
Ben Payne
b721288d6b Use the wonderful empty() member instead of abusing size() 2015-02-20 18:42:31 -05:00
Ben Payne
0ffd7f5620 Fix member vars left uninitialized in constructors 2015-02-20 18:41:51 -05:00