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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' into snapwork
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commit
397ba19805
2347 changed files with 296562 additions and 91 deletions
20
Templates/Full/game/Full.torsion.opt
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20
Templates/Full/game/Full.torsion.opt
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@ -0,0 +1,20 @@
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<TorsionProjectOptions>
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<Address>127.0.0.1</Address>
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<Password>password</Password>
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<Port>6060</Port>
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<LastConfig>Debug</LastConfig>
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<Breakpoints/>
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<Bookmarks/>
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<OpenFiles>
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<File ScrollX="0" ScrollY="0">art\main.cs</File>
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<File ScrollX="0" ScrollY="9">core\main.cs</File>
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<File ScrollX="0" ScrollY="9">..\..\Empty\game\core\main.cs</File>
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<File ScrollX="0" ScrollY="15">..\..\BaseGame\game\core\main.cs</File>
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<File ScrollX="0" ScrollY="130">core\scripts\client\postFx\MLAA.cs</File>
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<File ScrollX="0" ScrollY="228">core\scripts\client\postFx\ssao.cs</File>
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<File ScrollX="0" ScrollY="114">core\scripts\client\postFx\hdr.cs</File>
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<File ScrollX="0" ScrollY="0">core\scripts\client\postFx\dof.cs</File>
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<File ScrollX="0" ScrollY="9">core\scripts\client\postFx\caustics.cs</File>
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<File ScrollX="0" ScrollY="0" Active="true">..\..\..\..\..\RnDBuildTest\My Projects\RnDTest\game\modules\TheFactory\components\FakeGISpotlight.cs</File>
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</OpenFiles>
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</TorsionProjectOptions>
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@ -28,6 +28,12 @@ $WORD::BITDEPTH = 3;
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$WORD::REFRESH = 4;
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$WORD::AA = 5;
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//We need to hook the missing/warn material stuff early, so do it here
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$Core::MissingTexturePath = "core/art/missingTexture";
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$Core::UnAvailableTexturePath = "core/art/unavailable";
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$Core::WarningTexturePath = "core/art/warnMat";
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$Core::CommonShaderPath = "shaders/common";
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//---------------------------------------------------------------------------------------------
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// CorePackage
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// Adds functionality for this mod to some standard functions.
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@ -162,7 +162,7 @@ singleton PostEffect( MLAAFx )
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texture[0] = "$inTex"; // Edges mask
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texture[1] = "$inTex"; // Edges mask
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texture[2] = "AreaMap33.dds";
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texture[2] = "./AreaMap33.dds";
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};
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new PostEffect()
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@ -58,7 +58,7 @@ singleton PostEffect( CausticsPFX )
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shader = PFX_CausticsShader;
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stateBlock = PFX_CausticsStateBlock;
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texture[0] = "#prepass";
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texture[1] = "textures/caustics_1";
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texture[2] = "textures/caustics_2";
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texture[1] = "./textures/caustics_1";
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texture[2] = "./textures/caustics_2";
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target = "$backBuffer";
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};
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@ -200,7 +200,7 @@ singleton PostEffect( SSAOPostFx )
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stateBlock = SSAOStateBlock;
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texture[0] = "#prepass";
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texture[1] = "noise.png";
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texture[1] = "./noise.png";
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texture[2] = "#ssao_pow_table";
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target = "$outTex";
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@ -1 +0,0 @@
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# Keep directory in git repo
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