Torque3D/Engine/source/T3D
Areloch ec85e9021c Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 18:51:27 -05:00
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assets Misc Quality of Life and Bug fixes 2021-08-28 18:51:27 -05:00
decal decal safeties via if (mMaterialAsset.notNull() && mMaterialAsset->getStatus() == MaterialAsset::Ok) 2021-08-17 15:27:23 -05:00
examples Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
fps Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
fx * [ParticleEmitter] BugFix: Make GCC happy by removing the inline specification on updateKeyData. 2021-08-14 18:22:30 -04:00
gameBase Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
lighting Added getShapeConstructorFilePath console function on shapeAsset 2021-08-02 04:20:27 -05:00
physics Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
sceneComponent Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
sfx Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
turret uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
vehicles Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
accumulationVolume.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
accumulationVolume.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
aiClient.cpp 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
aiClient.h Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
aiConnection.cpp Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic 2018-04-20 22:09:58 +02:00
aiConnection.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
aiPlayer.cpp 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
aiPlayer.h anim-clip -- sequence selection by afx effects 2017-07-27 00:31:43 +01:00
camera.cpp Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera 2017-05-15 00:58:36 -05:00
camera.h Implementation of guiRenderTargetVizCtrl 2020-10-03 00:58:38 +02:00
cameraSpline.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
cameraSpline.h safety check 2020-07-03 15:47:05 -05:00
containerQuery.cpp enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
containerQuery.h clang: constructor initialization order 2016-10-14 18:16:55 -05:00
convexShape.cpp More updating of editor icons to assets 2021-08-07 19:27:01 -05:00
convexShape.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
debris.cpp preload materials for shapebasedatas and debris 2021-08-09 16:14:10 -05:00
debris.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
gameFunctions.cpp truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
gameFunctions.h Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum. 2017-07-07 02:55:56 -05:00
gameTSCtrl.cpp Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
gameTSCtrl.h Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
groundPlane.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
groundPlane.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
guiMaterialPreview.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
guiMaterialPreview.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiNoMouseCtrl.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiObjectView.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
guiObjectView.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
item.cpp code review: 2020-10-02 13:53:46 -05:00
item.h code review: 2020-10-02 13:53:46 -05:00
levelInfo.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
levelInfo.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
lightAnimData.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
lightAnimData.h Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
lightBase.cpp Updated Assimp 2020-03-19 09:47:38 -05:00
lightBase.h localRenderViz -- Implements per-light renderViz setting. 2017-07-27 01:15:57 +01:00
lightDescription.cpp looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 2019-09-20 14:45:05 -05:00
lightDescription.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
lightFlareData.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
lightFlareData.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
missionArea.cpp Use fixed buffer size var when allocating return buffer from console. 2014-06-11 13:09:55 +04:00
missionArea.h Updated logic in MissionArea::getServerObject. 2012-11-14 09:25:38 +11:00
missionMarker.cpp Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
missionMarker.h WaypointTeam never worked and if you look at the code you can see its not very clean. 2014-11-04 20:14:50 -05:00
notesObject.cpp mac compile fixes 2020-11-06 02:11:13 -06:00
notesObject.h Adds a notes object that only displays in the editor, useful for when working on maps. 2020-08-17 16:41:59 -05:00
objectTypes.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
occlusionVolume.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
occlusionVolume.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
pathCamera.cpp Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
pathCamera.h Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
pathShape.cpp truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
pathShape.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
physicalZone.cpp Merge pull request #2236 from Azaezel/memberMess 2018-05-30 20:36:43 -05:00
physicalZone.h enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
player.cpp Corrected ShapeAsset array initpersist macro to assign arraySize 2021-08-08 23:44:17 -05:00
player.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
pointLight.cpp Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
pointLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
portal.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
portal.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
prefab.cpp prefab safeties 2021-08-17 14:41:09 -05:00
prefab.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
projectile.cpp Corrects preload logic for projectiles to only fail if shape is specified, but failed to load 2021-08-09 18:55:05 -05:00
projectile.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
proximityMine.cpp delta to mDelta to resolve another class var vs method var confusionpoint 2018-03-12 23:07:34 -05:00
proximityMine.h nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it. 2019-01-31 06:45:10 -06:00
resource.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigid.cpp backend fix: rigid on rigid collisions 2016-01-21 19:04:58 -06:00
rigid.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigidShape.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
rigidShape.h fix GCC compile 2020-10-08 18:17:35 -05:00
Scene.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
Scene.h Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0 2020-09-11 03:21:56 -05:00
scopeAlwaysShape.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeBase.cpp preload materials for shapebasedatas and debris 2021-08-09 16:14:10 -05:00
shapeBase.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
shapeCollision.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeImage.cpp Corrected ShapeAsset array initpersist macro to assign arraySize 2021-08-08 23:44:17 -05:00
spotLight.cpp Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
spotLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
staticShape.cpp connects staticshape::unmount to the parent chain so it can actually do so 2021-06-07 15:03:23 -05:00
staticShape.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
trigger.cpp Expand EngineAPI type definitions 2020-11-15 21:30:45 +01:00
trigger.h aitriggers a navtool. not ready for general consumption just yet 2020-09-04 19:34:17 -05:00
tsStatic.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
tsStatic.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
zone.cpp Merge branch 'alpha40_zonePicker2' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-21 01:06:03 -05:00
zone.h select within zone pushbutton 2020-01-16 21:07:37 -06:00