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https://github.com/TorqueGameEngines/Torque3D.git
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adds wetness
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
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31 changed files with 352 additions and 100 deletions
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@ -37,6 +37,8 @@
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#include "torqueConfig.h"
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#include "T3D/accumulationVolume.h"
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#include "console/typeValidators.h"
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#include "materials/materialManager.h"
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IMPLEMENT_CO_NETOBJECT_V1(LevelInfo);
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@ -88,7 +90,8 @@ LevelInfo::LevelInfo()
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mAmbientLightBlendPhase( 1.f ),
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mSoundAmbience( NULL ),
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mSoundDistanceModel( SFXDistanceModelLinear ),
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mSoundscape( NULL )
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mSoundscape( NULL ),
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mDampness(0.0)
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{
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mFogData.density = 0.0f;
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mFogData.densityOffset = 0.0f;
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@ -120,6 +123,8 @@ LevelInfo::~LevelInfo()
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//-----------------------------------------------------------------------------
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FRangeValidator ValiDampnessRange(0.0f, 1.0f);
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void LevelInfo::initPersistFields()
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{
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addGroup( "Visibility" );
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@ -130,6 +135,8 @@ void LevelInfo::initPersistFields()
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addField( "decalBias", TypeF32, Offset( mDecalBias, LevelInfo ),
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"NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level." );
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addFieldV("dampness", TypeF32, Offset(mDampness, LevelInfo), &ValiDampnessRange,
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"@brief dampness influence");
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endGroup( "Visibility" );
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addGroup( "Fog" );
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@ -199,6 +206,7 @@ U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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stream->write( mNearClip );
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stream->write( mVisibleDistance );
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stream->write( mDecalBias );
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stream->write(mDampness);
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stream->write( mFogData.density );
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stream->write( mFogData.densityOffset );
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@ -229,6 +237,8 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
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stream->read( &mNearClip );
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stream->read( &mVisibleDistance );
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stream->read( &mDecalBias );
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stream->read(&mDampness);
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MATMGR->setDampness(mDampness);
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stream->read( &mFogData.density );
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stream->read( &mFogData.densityOffset );
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