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Azaezel
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Azaezel started following Rigid Physics General Discussion , Working default soldier animations in 4.0.3? , is it pushforce today ? and 5 others
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that would be a two fold answer: https://github.com/Torque3DResources/FPSEquipment/blob/main/datablocks/weapons/Lurker.tscript#L287-L288 rifle refers to the generic player pose https://github.com/Torque3DResources/FPSPlayer/blob/main/shapes/Soldier/soldier.tscript#L38-L60 that other players see lurker would be the new utility method that takes a specific shapebaseimage and bolts the animation onto the player https://github.com/Torque3DResources/FPSEquipment/blob/main/shapes/weapons/Lurker/FP_Lurker.tscript#L57-L65 for first person viewing (you can of course still just use direct embedding in the player model configuration, but we figured this would scale better as folks add new wearables) Been fixed in head.
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pushforce? do you mean applyimpulse or...?
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https://github.com/Torque3DResources/FPSGameplay/archive/refs/heads/master.zip https://github.com/Torque3DResources/inventorySystem/archive/refs/heads/master.zip for the fails? and sure. Might even use that somehow for the project manager fallbacks. Wouldn't let folks check for *updates* per-se but... something to mull on.
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That's actually all already committed to head, for what it's worth. as well as a few additional shineys we had time for while wrapping up this next release.
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try https://github.com/Torque3DResources/FPSEquipment/archive/refs/heads/main.zip
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There's actually a couple ways to do that nowadays (at least with devhead): Creator at the bottom and by request, also an add bar up top Also probably worth noting: datablocks can be defined scriptside and drug in to create the used-instance-class as well.
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Will note for the 4.0 spec, the mandate was to shift to https://github.com/Torque3DResources for non-required functionality with a side of pop-in protocols up to and including source incorporation, and per-module tooling. Will also note the https://github.com/TorqueGameEngines/ProjectManager points at that and leverages git functionality so when we add or update modules you should (in theory) be able to check that right on out.
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We are looking at addressing *some* of that for 4.1, including a rewrite of the frontend UI protocols to be somewhat less programmatic. If you'd care to evaluate https://github.com/TorqueGameEngines/Torque3D/tree/development to see if that resolves the issue, or at least seems to be a step forward in that regard, it would be appreciated.
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https://github.com/TorqueGameEngines/Torque3D/blob/33b7cc78030a75395ad87864d8895339b9bf00d5/Engine/source/i18n/i18n.cpp#L72 setCoreLangTable sets the overarching language table. You'll find the helper scripts for swapping languages used in the video https://github.com/TorqueGameEngines/Torque3D/blob/33b7cc78030a75395ad87864d8895339b9bf00d5/Templates/BaseGame/game/data/UI/scripts/utility.tscript#L167-L195
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we actually do have something along those lines. using head as an example: bandicam 2024-01-11 14-55-14-152.mp4 cliffsnotes: set langTableMod for your over arching language table tracker for a particular text element use textID for assignment define a global variable matching it for a numerical reference write your txt files in the form stringname = string
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If you set $pref::useLightFade = true; and define $pref::lightFadeStart $pref::lightFadeEnd (they default to 50 and 75 respectively) It will tell the light system to use the object fade protocols like so: https://github.com/TorqueGameEngines/Torque3D/blob/385143f9e56b09a20753fe66d60ae5b9182e01a0/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L322-L339 + https://github.com/TorqueGameEngines/Torque3D/blob/385143f9e56b09a20753fe66d60ae5b9182e01a0/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L467-L468 + https://github.com/TorqueGameEngines/Torque3D/blob/385143f9e56b09a20753fe66d60ae5b9182e01a0/Engine/source/lighting/advanced/advancedLightBinManager.cpp#L842
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Honestly, if you just want to up the bone count for your application, you can just change https://github.com/TorqueGameEngines/Torque3D/blob/d671f2611e908c63c508c6a6f99626ab1014bff5/Engine/source/ts/tsShape.cpp#L67 Though I really advise seeing where you can trim your bone count down first. Remember, that's all bones times all verts in a given mesh. Adds up. Edit: I would point out one likely place for saving would be the fingers. remember there's a third person and first mesh you can feed a player
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If you don't want to deal with source side alts, a suggestion from Steve over in the discord crew: Try tossing $Platform::backgroundSleepTime = 0;//don't let it sleep in your: (in the case of 3.x builds) core/scripts/client/defaults.cs or (for 4.x builds) /game/data/defaults.tscript
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of note: pixelSpeculars a dead entry. that was a flag for whether or not specular values operated on, well, a per-pixel basis. which is does across the board by default now. likewise specular maps aren't a thing. ORM maps which replaced em are pretty much taking those slider bars and baking em into a per-pixel sheet of the form red = occlusion (those fake shadow lines we used to throw in diffuse textures) green = roughness (so how blurred reflections get) blue = metalness (roughly how much plastic or mirror like it looks)
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no, there's no caching occurring for scripts unless you set it to generate .dso files. haven't looked into that resource per-se, but the standard is look for pack/unpack methods and pass the variable along from server to client. and yes, if you just want a fixed cam position, you can do just that by shifting the cam node in the model