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https://github.com/TorqueGameEngines/Torque3D.git
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Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
Added some initial asset stuffs for Das Boot for building out a better testing level.
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33 changed files with 317 additions and 1821 deletions
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@ -119,18 +119,6 @@ void SphereEnvironmentProbe::onRemove()
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Parent::onRemove();
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}
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void SphereEnvironmentProbe::setTransform(const MatrixF & mat)
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{
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// Let SceneObject handle all of the matrix manipulation
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Parent::setTransform(mat);
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mDirty = true;
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// Dirty our network mask so that the new transform gets
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// transmitted to the client object
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setMaskBits(TransformMask);
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}
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U32 SphereEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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// Allow the Parent to get a crack at writing its info
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@ -151,13 +139,8 @@ void SphereEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream
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void SphereEnvironmentProbe::updateProbeParams()
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{
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mProbeShapeType = ProbeRenderInst::Sphere;
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Parent::updateProbeParams();
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mProbeInfo->mProbeShapeType = ProbeRenderInst::Sphere;
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PROBEMGR->updateProbes();
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updateCubemaps();
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}
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void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
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@ -234,4 +217,4 @@ void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
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void SphereEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
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{
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Parent::setPreviewMatParameters(renderState, mat);
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}
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}
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