diff --git a/Templates/BaseGame/game/core/gameObjects/materials/materials.cs b/Templates/BaseGame/game/core/gameObjects/materials/materials.cs index 9ea6fa1bd..af1f49cf7 100644 --- a/Templates/BaseGame/game/core/gameObjects/materials/materials.cs +++ b/Templates/BaseGame/game/core/gameObjects/materials/materials.cs @@ -1,4 +1,4 @@ -new ShaderData( BasicRibbonShader ) +singleton ShaderData( BasicRibbonShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl"; @@ -26,7 +26,7 @@ singleton CustomMaterial( BasicRibbonMat ) preload = true; }; -new ShaderData( TexturedRibbonShader ) +singleton ShaderData( TexturedRibbonShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl"; diff --git a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs index bc70856ad..af04cea66 100644 --- a/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs +++ b/Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs @@ -22,7 +22,7 @@ // Vector Light State -new GFXStateBlockData( AL_VectorLightState ) +singleton GFXStateBlockData( AL_VectorLightState ) { blendDefined = true; blendEnable = true; @@ -61,7 +61,7 @@ new GFXStateBlockData( AL_VectorLightState ) }; // Vector Light Material -new ShaderData( AL_VectorLightShader ) +singleton shaderData( AL_VectorLightShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl"; @@ -102,7 +102,7 @@ new CustomMaterial( AL_VectorLightMaterial ) //------------------------------------------------------------------------------ // Convex-geometry light states -new GFXStateBlockData( AL_ConvexLightState ) +singleton GFXStateBlockData( AL_ConvexLightState ) { blendDefined = true; blendEnable = true; @@ -140,7 +140,7 @@ new GFXStateBlockData( AL_ConvexLightState ) }; // Point Light Material -new ShaderData( AL_PointLightShader ) +singleton shaderData( AL_PointLightShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl"; @@ -179,7 +179,7 @@ new CustomMaterial( AL_PointLightMaterial ) }; // Spot Light Material -new ShaderData( AL_SpotLightShader ) +singleton shaderData( AL_SpotLightShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl"; @@ -256,7 +256,7 @@ new Material( AL_DefaultShadowMaterial ) }; // Particle System Point Light Material -new ShaderData( AL_ParticlePointLightShader ) +singleton shaderData( AL_ParticlePointLightShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl"; @@ -281,7 +281,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial ) }; //Probe Processing -new ShaderData( IrradianceShader ) +singleton shaderData( IrradianceShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/irradianceP.hlsl"; @@ -294,7 +294,7 @@ new ShaderData( IrradianceShader ) pixVersion = 3.0; }; -new ShaderData( PrefiterCubemapShader ) +singleton shaderData( PrefiterCubemapShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/prefilterP.hlsl"; diff --git a/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs b/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs index eb6afe74c..f2c9e43af 100644 --- a/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs +++ b/Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs @@ -9,7 +9,7 @@ singleton ShaderData( DeferredColorShader ) pixVersion = 2.0; }; -new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock ) +singleton GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock ) { blendEnable = false; @@ -27,7 +27,7 @@ new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock ) samplerStates[4] = SamplerWrapLinear; }; -new ShaderData( AL_ProbeShader ) +singleton shaderData( AL_ProbeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/probeShadingP.hlsl"; diff --git a/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs b/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs index f4875bf08..f1e9f175c 100644 --- a/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs +++ b/Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs @@ -21,7 +21,7 @@ //----------------------------------------------------------------------------- -new ShaderData(BlurDepthShader) +singleton shaderData(BlurDepthShader) { DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl"; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs index c5d8ef5bc..dee7364de 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs @@ -34,7 +34,7 @@ $sequence = 16; // Common stateblock definitions -new GFXSamplerStateData(SamplerClampLinear) +singleton GFXSamplerStateData(SamplerClampLinear) { textureColorOp = GFXTOPModulate; addressModeU = GFXAddressClamp; @@ -45,7 +45,7 @@ new GFXSamplerStateData(SamplerClampLinear) mipFilter = GFXTextureFilterLinear; }; -new GFXSamplerStateData(SamplerClampPoint) +singleton GFXSamplerStateData(SamplerClampPoint) { textureColorOp = GFXTOPModulate; addressModeU = GFXAddressClamp; @@ -56,7 +56,7 @@ new GFXSamplerStateData(SamplerClampPoint) mipFilter = GFXTextureFilterPoint; }; -new GFXSamplerStateData(SamplerWrapLinear) +singleton GFXSamplerStateData(SamplerWrapLinear) { textureColorOp = GFXTOPModulate; addressModeU = GFXTextureAddressWrap; @@ -67,7 +67,7 @@ new GFXSamplerStateData(SamplerWrapLinear) mipFilter = GFXTextureFilterLinear; }; -new GFXSamplerStateData(SamplerWrapPoint) +singleton GFXSamplerStateData(SamplerWrapPoint) { textureColorOp = GFXTOPModulate; addressModeU = GFXTextureAddressWrap; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs index 5add01d8b..a37fb1a48 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/scatterSky.cs @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -new GFXStateBlockData( ScatterSkySBData ) +singleton GFXStateBlockData( ScatterSkySBData ) { cullMode = "GFXCullNone"; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs index da3b7c864..6a2981fa9 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs @@ -57,7 +57,7 @@ singleton ShaderData( OffscreenParticleCompositeShaderData ) //----------------------------------------------------------------------------- // Planar Reflection //----------------------------------------------------------------------------- -new ShaderData( ReflectBump ) +singleton shaderData( ReflectBump ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl"; @@ -72,7 +72,7 @@ new ShaderData( ReflectBump ) pixVersion = 2.0; }; -new ShaderData( Reflect ) +singleton shaderData( Reflect ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectP.hlsl"; @@ -89,7 +89,7 @@ new ShaderData( Reflect ) //----------------------------------------------------------------------------- // fxFoliageReplicator //----------------------------------------------------------------------------- -new ShaderData( fxFoliageReplicatorShader ) +singleton shaderData( fxFoliageReplicatorShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl"; diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs b/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs index ec5e4be71..e462a604b 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.cs @@ -45,7 +45,7 @@ singleton ShaderData( WaterShader ) pixVersion = 3.0; }; -new GFXSamplerStateData(WaterSampler) +singleton GFXSamplerStateData(WaterSampler) { textureColorOp = GFXTOPModulate; addressModeU = GFXAddressWrap; diff --git a/Templates/BaseGame/game/data/ExampleModule/components/ExampleComponent.cs b/Templates/BaseGame/game/data/ExampleModule/components/ExampleComponent.cs index 497b0e41d..5656f5cd5 100644 --- a/Templates/BaseGame/game/data/ExampleModule/components/ExampleComponent.cs +++ b/Templates/BaseGame/game/data/ExampleModule/components/ExampleComponent.cs @@ -4,7 +4,7 @@ function ExampleComponent::onAdd(%this) { } -//onAdd is called when the component is removed and deleted from it's owner entity. +//onRemove is called when the component is removed and deleted from it's owner entity. function ExampleComponent::onRemove(%this) { @@ -15,7 +15,7 @@ function ExampleComponent::onClientConnect(%this, %client) } //onClientDisconnect is called any time a client disconnects from the server. -function ExampleComponent::onClientDisonnect(%this, %client) +function ExampleComponent::onClientDisconnect(%this, %client) { } diff --git a/Templates/BaseGame/game/data/ui/guis/optionsMenu.cs b/Templates/BaseGame/game/data/ui/guis/optionsMenu.cs index 98c3eda8d..51b4e4790 100644 --- a/Templates/BaseGame/game/data/ui/guis/optionsMenu.cs +++ b/Templates/BaseGame/game/data/ui/guis/optionsMenu.cs @@ -367,7 +367,7 @@ function OptionsMenuBackSetting::onClick(%this) //advance by one %newSetting = getToken(%settingsList, ",", %currentSettingIdx); - eval(%settingCtrl.qualitySettingGroup@"::set("@%newSetting@");"); + eval(%settingCtrl.qualitySettingGroup@"::set(\""@%newSetting@"\");"); %settingCtrl-->SettingText.setText( %newSetting ); if(%currentSettingIdx == %settingsListCount) diff --git a/Templates/BaseGame/game/data/ui/scripts/displayMenu.cs b/Templates/BaseGame/game/data/ui/scripts/displayMenu.cs index 71fb68b65..bf84abfd8 100644 --- a/Templates/BaseGame/game/data/ui/scripts/displayMenu.cs +++ b/Templates/BaseGame/game/data/ui/scripts/displayMenu.cs @@ -38,7 +38,14 @@ function DisplayMenu::apply(%this) } //Update the display settings now - $pref::Video::Resolution = getWord( $pref::Video::Resolution, 0 ) SPC getWord( $pref::Video::Resolution, 2 ); + if (getWord( $pref::Video::Resolution, 2) == "") + { + $pref::Video::Resolution = getWord( $pref::Video::Resolution, 0 ) SPC getWord( $pref::Video::Resolution, 1 ); + } + else + { + $pref::Video::Resolution = getWord( $pref::Video::Resolution, 0 ) SPC getWord( $pref::Video::Resolution, 2 ); + } /*if ( %newFullScreen $= "false" ) { diff --git a/Templates/BaseGame/game/tools/base/images/512_forestgreen.png b/Templates/BaseGame/game/tools/base/images/512_forestgreen.png index 179831bea..c5f2cd2fd 100644 Binary files a/Templates/BaseGame/game/tools/base/images/512_forestgreen.png and b/Templates/BaseGame/game/tools/base/images/512_forestgreen.png differ diff --git a/Templates/BaseGame/game/tools/base/images/512_forestgreen_lines.png b/Templates/BaseGame/game/tools/base/images/512_forestgreen_lines.png index 4a09fc4a1..5f6f1a105 100644 Binary files a/Templates/BaseGame/game/tools/base/images/512_forestgreen_lines.png and b/Templates/BaseGame/game/tools/base/images/512_forestgreen_lines.png differ diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.cs b/Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.cs index 876ae120a..f53243afa 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.cs +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.cs @@ -60,6 +60,8 @@ EditorSettings.endGroup(); EditorSettings.beginGroup( "Tools" ); EditorSettings.setDefaultValue( "snapGround", "0" ); +EditorSettings.setDefaultValue( "TerrainSnapOffsetZ", "0" ); +EditorSettings.setDefaultValue( "OffsetZValue", "0.01" ); EditorSettings.setDefaultValue( "snapSoft", "0" ); EditorSettings.setDefaultValue( "snapSoftSize", "2.0" ); EditorSettings.setDefaultValue( "boundingBoxCollision", "0" ); @@ -215,6 +217,8 @@ function EditorGui::readWorldEditorSettings(%this) EditorSettings.beginGroup( "Tools" ); EWorldEditor.stickToGround = EditorSettings.value("snapGround"); //$pref::WorldEditor::snapGround; + EWorldEditor.TerrainSnapOffsetZ = EditorSettings.value("TerrainSnapOffsetZ"); //$pref::WorldEditor::TerrainSnapOffsetZ; + EWorldEditor.OffsetZValue = EditorSettings.value("OffsetZValue"); //$pref::WorldEditor::OffsetZValue; EWorldEditor.setSoftSnap( EditorSettings.value("snapSoft") ); //$pref::WorldEditor::snapSoft EWorldEditor.setSoftSnapSize( EditorSettings.value("snapSoftSize") ); //$pref::WorldEditor::snapSoftSize EWorldEditor.boundingBoxCollision = EditorSettings.value("boundingBoxCollision"); //$pref::WorldEditor::boundingBoxCollision; @@ -310,6 +314,8 @@ function EditorGui::writeWorldEditorSettings(%this) EditorSettings.beginGroup( "Tools" ); EditorSettings.setValue( "snapGround", EWorldEditor.stickToGround ); //$Pref::WorldEditor::snapGround + EditorSettings.setValue( "TerrainSnapOffsetZ", EWorldEditor.TerrainSnapOffsetZ ); //$pref::WorldEditor::TerrainSnapOffsetZ; + EditorSettings.setValue( "OffsetZValue", EWorldEditor.OffsetZValue ); //$pref::WorldEditor::OffsetZValue; EditorSettings.setValue( "snapSoft", EWorldEditor.getSoftSnap() ); //$Pref::WorldEditor::snapSoft EditorSettings.setValue( "snapSoftSize", EWorldEditor.getSoftSnapSize() ); //$Pref::WorldEditor::snapSoftSize EditorSettings.setValue( "boundingBoxCollision", EWorldEditor.boundingBoxCollision ); //$Pref::WorldEditor::boundingBoxCollision diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs index 2edfa2898..9031526e5 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- // Debug Shaders. -new ShaderData( AL_ColorBufferShader ) +singleton shaderData( AL_ColorBufferShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgColorBufferP.hlsl"; @@ -59,7 +59,7 @@ function toggleColorBufferViz( %enable ) } } -new ShaderData( AL_SpecMapShader ) +singleton shaderData( AL_SpecMapShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgSpecMapVisualizeP.hlsl"; @@ -94,7 +94,7 @@ function toggleSpecMapViz( %enable ) AL_SpecMapVisualize.disable(); } -new GFXStateBlockData( AL_DepthVisualizeState ) +singleton GFXStateBlockData( AL_DepthVisualizeState ) { zDefined = true; zEnable = false; @@ -105,7 +105,7 @@ new GFXStateBlockData( AL_DepthVisualizeState ) samplerStates[1] = SamplerClampLinear; // viz color lookup }; -new GFXStateBlockData( AL_DefaultVisualizeState ) +singleton GFXStateBlockData( AL_DefaultVisualizeState ) { blendDefined = true; blendEnable = true; @@ -121,7 +121,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState ) samplerStates[1] = SamplerClampLinear; // depthviz }; -new ShaderData( AL_DepthVisualizeShader ) +singleton shaderData( AL_DepthVisualizeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgDepthVisualizeP.hlsl"; @@ -157,7 +157,7 @@ function AL_DepthVisualize::onEnabled( %this ) return true; } -new ShaderData( AL_GlowVisualizeShader ) +singleton shaderData( AL_GlowVisualizeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgGlowVisualizeP.hlsl"; @@ -178,7 +178,7 @@ singleton PostEffect( AL_GlowVisualize ) renderPriority = 9999; }; -new ShaderData( AL_NormalsVisualizeShader ) +singleton shaderData( AL_NormalsVisualizeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgNormalVisualizeP.hlsl"; @@ -214,7 +214,7 @@ function AL_NormalsVisualize::onEnabled( %this ) -new ShaderData( AL_LightColorVisualizeShader ) +singleton shaderData( AL_LightColorVisualizeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgLightColorVisualizeP.hlsl"; @@ -249,7 +249,7 @@ function AL_LightColorVisualize::onEnabled( %this ) } -new ShaderData( AL_LightSpecularVisualizeShader ) +singleton shaderData( AL_LightSpecularVisualizeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.hlsl"; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs index 3bb990019..1b09d28fe 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs @@ -1,4 +1,4 @@ -new GFXStateBlockData( Viz_DefaultVisualizeState ) +singleton GFXStateBlockData( Viz_DefaultVisualizeState ) { /*alphaDefined = true; alphaTestEnable = true; @@ -39,7 +39,7 @@ new GFXStateBlockData( Viz_DefaultVisualizeState ) samplerStates[4] = SamplerClampLinear; // depthviz }; -new ShaderData( Viz_TexelDensity ) +singleton shaderData( Viz_TexelDensity ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/Viz_TexelDensityP.hlsl"; @@ -79,7 +79,7 @@ function toggleTexelDensityViz( %enable ) // // -new ShaderData( Viz_SurfaceProperties ) +singleton shaderData( Viz_SurfaceProperties ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/Viz_SurfacePropertiesP.hlsl"; @@ -203,7 +203,7 @@ function Viz_SurfacePropertiesPFX::onEnabled( %this ) // // // -new ShaderData( Viz_ColorBlindness ) +singleton shaderData( Viz_ColorBlindness ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXPixelShaderFile = "./shaders/Viz_ColorblindnessP.hlsl"; @@ -307,7 +307,7 @@ function Viz_ColorBlindnessPFX::onEnabled( %this ) // //Material Complexity Viz -new ShaderData( Viz_MaterialComplexity ) +singleton shaderData( Viz_MaterialComplexity ) { DXVertexShaderFile = "./shaders/Viz_materialComplexityV.hlsl"; DXPixelShaderFile = "./shaders/Viz_materialComplexityP.hlsl"; diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shadowViz.cs b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shadowViz.cs index 1bfa88488..bb07ba596 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shadowViz.cs +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shadowViz.cs @@ -20,7 +20,7 @@ // IN THE SOFTWARE. //----------------------------------------------------------------------------- -new ShaderData( AL_ShadowVisualizeShader ) +singleton shaderData( AL_ShadowVisualizeShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl"; DXPixelShaderFile = "./shaders/dbgShadowVisualizeP.hlsl"; diff --git a/Tools/CMake/cleanup-win.bat.in b/Tools/CMake/cleanup-win.bat.in index c8c3a4fad..d0495a01e 100644 --- a/Tools/CMake/cleanup-win.bat.in +++ b/Tools/CMake/cleanup-win.bat.in @@ -2,7 +2,7 @@ :: Delete procedural shaders echo shaders -del /q /a:-R shaders\procedural\*.* +del /q /a:-R data\shaderCachel\*.* :: Delete dumped shader disassembly files for /R %%a IN (*._dis.txt) do IF EXIST "%%a._dis.txt" del "%%a._dis.txt" @@ -38,10 +38,11 @@ IF EXIST "scripts\server\banlist.cs" del /s scripts\server\banlist.cs IF EXIST "scripts\server\prefs.cs" del /s scripts\server\prefs.cs IF EXIST "client\config.cs" del /s client\config.cs IF EXIST "config.cs" del /s config.cs -IF EXIST "tools\settings.xml" del /s tools\settings.xml +:: IF EXIST "tools\settings.xml" del /s tools\settings.xml IF EXIST "banlist.cs" del /s banlist.cs :: logs echo logs IF EXIST "torque3d.log" del /s torque3d.log -echo DONE! +IF EXIST "console.log" del /s console.log +echo DONE! \ No newline at end of file