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Implementation of Subscenes, SceneGroups and Gamemodes #1311
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Implementation of Subscenes, SceneGroups and Gamemodes #1311
Areloch
wants to merge
21
commits into
TorqueGameEngines:development
from
Areloch:SubScenes_Gamemode_PR
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Areloch
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Sep 1, 2024
- 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
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
Properly returned value for SubScene::save()
…ithin 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
Adds utility methods and SimGroup onInspect injection to add a select button in inspector to select objects under simgroup
…onto their children
…rque3D into SubScenes_Gamemode_PR
reminder note for if switches in c++, it it fails once in an or evaluation, that's it. it does not try other portions
fix forest editor failing to pop up a create new
it wasn't accounting for the formatScaleFactor (1, 0.01, ect) leading to mesh deformations based on bone vs skinned mesh displacement
…nes 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
… wildcarded to any given gamemode selected
…Mangle fix(?) assimp to torquie matrix converter
…e loading state and per-subscene ticking for conditional checks Fixes for child iteration of subscenes Renamed tripCondition field in triggers to tripIf for consistency/naming clarity Added ability for callbacks for gamemode to have reference on which subscene was loaded/unloaded for respective callback
…, 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
…asn'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
…ird when rotating subscenes Fixed issue of action buttons breaking with subscenes when going between child-object manip modes and not
…nsform of the child objects
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