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Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption Removed unneeded MainEditor mockup module Removed some unused/duplicate image assets from the tools
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1708 changed files with 19619 additions and 4596 deletions
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@ -83,6 +83,9 @@ class VolumetricFog : public SceneObject
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Vector <GFXPrimitive> *piArray;
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Vector <U32> *indices;
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};
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DECLARE_SHAPEASSET(VolumetricFog, Shape, onShapeChanged);
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DECLARE_SHAPEASSET_NET_SETGET(VolumetricFog, Shape, FogShapeMask);
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protected:
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// Rendertargets;
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@ -91,9 +94,6 @@ class VolumetricFog : public SceneObject
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NamedTexTargetRef mDepthBufferTarget;
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NamedTexTargetRef mFrontBufferTarget;
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// Fog Modulation texture
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GFXTexHandle mTexture;
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// Shaders
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GFXShaderRef mShader;
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GFXShaderRef mDeferredShader;
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@ -143,10 +143,7 @@ class VolumetricFog : public SceneObject
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GFXPrimitiveBufferHandle mPB;
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// Fog volume data;
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AssetPtr<ShapeAsset> mShapeAsset;
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StringTableEntry mShapeAssetId;
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StringTableEntry mShapeName;
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ColorI mFogColor;
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F32 mFogDensity;
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bool mIgnoreWater;
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@ -165,7 +162,9 @@ class VolumetricFog : public SceneObject
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F32 mInvScale;
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// Fog Modulation data
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String mTextureName;
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DECLARE_IMAGEASSET(VolumetricFog, Texture, onImageChanged, GFXStaticTextureSRGBProfile);
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DECLARE_IMAGEASSET_NET_SETGET(VolumetricFog, Texture, FogModulationMask);
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bool mIsTextured;
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F32 mTexTiles;
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F32 mStrength;
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@ -221,6 +220,8 @@ class VolumetricFog : public SceneObject
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void _leaveFog(ShapeBase *control);
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static bool _setShapeAsset(void* obj, const char* index, const char* data);
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void onImageChanged() {}
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public:
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// Public methods
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@ -248,6 +249,8 @@ class VolumetricFog : public SceneObject
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bool isInsideFog();
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bool setShapeAsset(const StringTableEntry shapeAssetId);
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void onShapeChanged() {}
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DECLARE_CONOBJECT(VolumetricFog);
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