From 70358d0dbcd0ef1aa0ea8d8ac4dfc316becacb1f Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Wed, 11 Nov 2020 12:44:00 -0600 Subject: [PATCH] yet more `PostEffect::isEnabled -> enabled` that somehow slipped through the search filter --- .../scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs | 2 +- .../game/core/postFX/scripts/Caustics/CausticsPostFX.cs | 2 +- .../ChromaticAberration/ChromaticAberrationPostFX.cs | 2 +- .../core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs | 2 +- .../game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs | 2 +- .../BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs | 2 +- .../BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs | 2 +- .../BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs | 2 +- .../BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs | 2 +- .../BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs | 4 ++-- .../BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs | 4 ++-- .../postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs | 2 +- .../game/core/postFX/scripts/LightRays/lightRays.cs | 2 +- .../BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs | 2 +- .../scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs | 2 +- .../game/core/postFX/scripts/Sharpen/SharpenPostFX.cs | 2 +- .../game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs | 2 +- .../postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs | 2 +- .../core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs | 6 +++--- .../game/core/postFX/scripts/Vignette/VignettePostFX.cs | 2 +- Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs | 2 +- .../BaseGame/game/core/rendering/scripts/renderManager.cs | 2 +- 22 files changed, 26 insertions(+), 26 deletions(-) diff --git a/Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs index 3dc2d8d63..2d4141d6c 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs @@ -113,7 +113,7 @@ function CameraMotionBlurPostFX::savePresetSettings(%this) //Our actual postFX singleton PostEffect( CameraMotionBlurPostFX ) { - isEnabled = false; + enabled = false; renderTime = "PFXAfterDiffuse"; shader = CameraMotionBlurPostFX_Shader; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs index 4df9e37d2..cba25b0c1 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs @@ -50,7 +50,7 @@ singleton ShaderData( PFX_CausticsShader ) singleton PostEffect( CausticsPFX ) { - isEnabled = false; + enabled = false; renderTime = "PFXAfterDiffuse"; renderBin = "ObjTranslucentBin"; //renderPriority = 0.1; diff --git a/Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs index c55bd4d8e..a153788ff 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs @@ -132,7 +132,7 @@ function ChromaticAberrationPostFX::savePresetSettings(%this) //Our actual postFX singleton PostEffect( ChromaticAberrationPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; // Resolve the HDR before we render any editor stuff diff --git a/Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs index c55d39774..8072ffc4a 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs @@ -404,7 +404,7 @@ function DepthOfFieldPostFX::setLerpDist( %this, %d0, %d1, %d2 ) singleton PostEffect( DepthOfFieldPostFX ) { - isEnabled = false; + enabled = false; renderTime = "PFXAfterBin"; renderBin = "GlowBin"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs index 3decba411..658b7c67e 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs @@ -84,7 +84,7 @@ singleton PostEffect( EdgeDetectPostEffect ) texture[0] = "#deferred"; target = "#edge"; - isEnabled = true; + enabled = true; }; singleton PostEffect( EdgeAAPostEffect ) diff --git a/Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs index be27a075e..5f02af898 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs @@ -49,7 +49,7 @@ singleton ShaderData( FXAA_ShaderData ) singleton PostEffect( FXAAPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXAfterDiffuse"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs index 8d26bb4fc..022f31bd8 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs @@ -37,7 +37,7 @@ singleton ShaderData( PFX_FlashShader ) singleton PostEffect( FlashFx ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXAfterDiffuse"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs index cb0365622..3b4165f03 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs @@ -63,5 +63,5 @@ singleton PostEffect( fogPostFX ) renderPriority = 5; targetFormat = getBestHDRFormat(); - isEnabled = true; + enabled = true; }; \ No newline at end of file diff --git a/Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs index 11fe55ed7..b240f0fc7 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs @@ -43,7 +43,7 @@ singleton GFXStateBlockData( GammaStateBlock : PFX_DefaultStateBlock ) singleton PostEffect( GammaPostFX ) { - isEnabled = true; + enabled = true; allowReflectPass = true; renderTime = "PFXBeforeBin"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs index 2e977a208..8f2c5a72d 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs @@ -77,7 +77,7 @@ singleton PostEffect( GlowPostFX ) target = "$outTex"; targetScale = "0.5 0.5"; - isEnabled = true; + enabled = true; // Blur vertically new PostEffect() @@ -146,7 +146,7 @@ singleton PostEffect( VolFogGlowPostFx ) texture[0] = "$backbuffer"; target = "$outTex"; targetScale = "0.5 0.5"; - isEnabled = false; + enabled = false; // Blur vertically new PostEffect() { diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs index db25b7c76..c990f54e2 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs @@ -412,7 +412,7 @@ function HDRPostFX::savePresetSettings(%this) singleton PostEffect( HDRPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; // Resolve the HDR before we render any editor stuff @@ -580,7 +580,7 @@ function LuminanceVisPostFX::setShaderConsts( %this ) singleton PostEffect( LuminanceVisPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; // Render before we do any editor rendering. diff --git a/Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs index e3842b04a..0d0acd8d3 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs @@ -120,7 +120,7 @@ function LUTColorGradePostFX::savePresetSettings(%this) //Our actual postFX singleton PostEffect( LUTColorGradePostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; // Resolve the HDR before we render any editor stuff diff --git a/Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs b/Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs index 30e235814..9d029b9b0 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs @@ -69,7 +69,7 @@ singleton GFXStateBlockData( LightRayStateBlock : PFX_DefaultStateBlock ) singleton PostEffect( LightRayPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXBeforeBin"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs index 9e26954f3..32fb1bd3f 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs @@ -119,7 +119,7 @@ singleton ShaderData( MLAA_NeighborhoodBlendingShader ) singleton PostEffect( MLAAFx ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXAfterDiffuse"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs index 5445f8a24..c5811c34b 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs @@ -7,7 +7,7 @@ singleton PostEffect( reflectionProbeArrayPostFX ) renderTime = "PFXAfterBin"; renderBin = "ProbeBin"; renderPriority = 9999; - isEnabled = true; + enabled = true; shader = PFX_ReflectionProbeArray; stateBlock = PFX_ReflectionProbeArrayStateBlock; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Sharpen/SharpenPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Sharpen/SharpenPostFX.cs index b8f72ea8f..3a1390950 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Sharpen/SharpenPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Sharpen/SharpenPostFX.cs @@ -121,7 +121,7 @@ function SharpenPostFX::savePresetSettings(%this) //Our actual postFX singleton PostEffect( SharpenPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; // Resolve the HDR before we render any editor stuff diff --git a/Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs index d6a5064e4..2d30550a5 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs @@ -44,7 +44,7 @@ singleton ShaderData( PFX_TurbulenceShader ) singleton PostEffect( TurbulencePostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = true; renderTime = "PFXAfterDiffuse"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs index 03176b59f..fe2063ec4 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs @@ -70,7 +70,7 @@ singleton PostEffect( underWaterFogPostFX ) // Needs to happen after the FogPostFx renderPriority = 4; - isEnabled = true; + enabled = true; }; function underWaterFogPostFX::onEnabled( %this ) diff --git a/Templates/BaseGame/game/core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs index e413537ff..0e423e953 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs @@ -81,7 +81,7 @@ singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlo //----------------------------------------------------------------------------- singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXAfterDiffuse"; @@ -107,7 +107,7 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX ) //----------------------------------------------------------------------------- singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXAfterDiffuse"; @@ -132,7 +132,7 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX ) //----------------------------------------------------------------------------- singleton PostEffect( OVRBarrelDistortionMonoPostFX ) { - isEnabled = false; + enabled = false; allowReflectPass = false; renderTime = "PFXAfterDiffuse"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/Vignette/VignettePostFX.cs b/Templates/BaseGame/game/core/postFX/scripts/Vignette/VignettePostFX.cs index 34699f918..014dc6524 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/Vignette/VignettePostFX.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/Vignette/VignettePostFX.cs @@ -119,7 +119,7 @@ function VignettePostFX::savePresetSettings(%this) //Our actual postFX singleton PostEffect( VignettePostFX ) { - isEnabled = false; + enabled = false; renderTime = "PFXBeforeBin"; renderBin = "EditorBin"; diff --git a/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs b/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs index 115decbbf..f81f3d855 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs +++ b/Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs @@ -36,7 +36,7 @@ singleton PostEffect( afxHighlightPostFX ) renderTime = "PFXAfterDiffuse"; renderBin = "HighlightBin"; renderPriority = 1; - isEnabled = true; + enabled = true; shader = PFX_afxHighlightShader; stateBlock = PFX_afxDefaultHighlightStateBlock; diff --git a/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs b/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs index 07b4f08a6..3f14a4569 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs +++ b/Templates/BaseGame/game/core/rendering/scripts/renderManager.cs @@ -125,7 +125,7 @@ singleton PostEffect( AL_FormatCopy ) { // This PostEffect is used by 'AL_FormatToken' directly. It is never added to // the PostEffectManager. Do not call enable() on it. - isEnabled = false; + enabled = false; allowReflectPass = true; shader = PFX_PassthruShader;