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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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@ -45,6 +45,8 @@
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#include "materials/matTextureTarget.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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GFXDeclareVertexFormat( GFXWaterVertex )
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{
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Point3F point;
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@ -200,6 +202,10 @@ protected:
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/// Callback used internally when smDisableTrueReflections changes.
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void _onDisableTrueRelfections();
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void onRippleTexChanged() {}
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void onFoamTexChanged() {}
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void onDepthGradientTexChanged() {}
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protected:
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static bool _setFullReflect( void *object, const char *index, const char *data );
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@ -266,10 +272,14 @@ protected:
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F32 mDepthGradientMax;
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// Other textures
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String mRippleTexName;
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String mFoamTexName;
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String mCubemapName;
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String mDepthGradientTexName;
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DECLARE_IMAGEASSET(WaterObject, RippleTex, onRippleTexChanged, GFXStaticTextureProfile);
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DECLARE_IMAGEASSET_NET_SETGET(WaterObject, RippleTex, TextureMask);
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DECLARE_IMAGEASSET(WaterObject, FoamTex, onFoamTexChanged, GFXStaticTextureSRGBProfile);
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DECLARE_IMAGEASSET_NET_SETGET(WaterObject, FoamTex, TextureMask);
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DECLARE_IMAGEASSET(WaterObject, DepthGradientTex, onDepthGradientTexChanged, GFXStaticTextureSRGBProfile);
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DECLARE_IMAGEASSET_NET_SETGET(WaterObject, DepthGradientTex, TextureMask);
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StringTableEntry mCubemapName;
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// Sound
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SFXAmbience* mSoundAmbience;
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@ -309,9 +319,6 @@ protected:
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WaterMatParams mMatParamHandles[NumMatTypes];
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bool mUnderwater;
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GFXStateBlockRef mUnderwaterSB;
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GFXTexHandle mRippleTex;
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GFXTexHandle mDepthGradientTex;
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GFXTexHandle mFoamTex;
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CubemapData *mCubemap;
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MatrixSet *mMatrixSet;
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NamedTexTarget mNamedDepthGradTex;
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