Merge pull request #111 from Bloodknight/MinorFixes

Minor fixes
This commit is contained in:
Areloch 2019-10-26 23:19:07 -05:00 committed by GitHub
commit fde83b7058
18 changed files with 58 additions and 44 deletions

View file

@ -1,4 +1,4 @@
new ShaderData( BasicRibbonShader ) singleton ShaderData( BasicRibbonShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
@ -26,7 +26,7 @@ singleton CustomMaterial( BasicRibbonMat )
preload = true; preload = true;
}; };
new ShaderData( TexturedRibbonShader ) singleton ShaderData( TexturedRibbonShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";

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@ -22,7 +22,7 @@
// Vector Light State // Vector Light State
new GFXStateBlockData( AL_VectorLightState ) singleton GFXStateBlockData( AL_VectorLightState )
{ {
blendDefined = true; blendDefined = true;
blendEnable = true; blendEnable = true;
@ -61,7 +61,7 @@ new GFXStateBlockData( AL_VectorLightState )
}; };
// Vector Light Material // Vector Light Material
new ShaderData( AL_VectorLightShader ) singleton shaderData( AL_VectorLightShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl";
@ -102,7 +102,7 @@ new CustomMaterial( AL_VectorLightMaterial )
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Convex-geometry light states // Convex-geometry light states
new GFXStateBlockData( AL_ConvexLightState ) singleton GFXStateBlockData( AL_ConvexLightState )
{ {
blendDefined = true; blendDefined = true;
blendEnable = true; blendEnable = true;
@ -140,7 +140,7 @@ new GFXStateBlockData( AL_ConvexLightState )
}; };
// Point Light Material // Point Light Material
new ShaderData( AL_PointLightShader ) singleton shaderData( AL_PointLightShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl";
@ -179,7 +179,7 @@ new CustomMaterial( AL_PointLightMaterial )
}; };
// Spot Light Material // Spot Light Material
new ShaderData( AL_SpotLightShader ) singleton shaderData( AL_SpotLightShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl";
@ -256,7 +256,7 @@ new Material( AL_DefaultShadowMaterial )
}; };
// Particle System Point Light Material // Particle System Point Light Material
new ShaderData( AL_ParticlePointLightShader ) singleton shaderData( AL_ParticlePointLightShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl";
@ -281,7 +281,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
}; };
//Probe Processing //Probe Processing
new ShaderData( IrradianceShader ) singleton shaderData( IrradianceShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/irradianceP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/irradianceP.hlsl";
@ -294,7 +294,7 @@ new ShaderData( IrradianceShader )
pixVersion = 3.0; pixVersion = 3.0;
}; };
new ShaderData( PrefiterCubemapShader ) singleton shaderData( PrefiterCubemapShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/prefilterP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/prefilterP.hlsl";

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@ -9,7 +9,7 @@ singleton ShaderData( DeferredColorShader )
pixVersion = 2.0; pixVersion = 2.0;
}; };
new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock ) singleton GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
{ {
blendEnable = false; blendEnable = false;
@ -27,7 +27,7 @@ new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
samplerStates[4] = SamplerWrapLinear; samplerStates[4] = SamplerWrapLinear;
}; };
new ShaderData( AL_ProbeShader ) singleton shaderData( AL_ProbeShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/probeShadingP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/probeShadingP.hlsl";

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@ -21,7 +21,7 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
new ShaderData(BlurDepthShader) singleton shaderData(BlurDepthShader)
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl";

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@ -34,7 +34,7 @@ $sequence = 16;
// Common stateblock definitions // Common stateblock definitions
new GFXSamplerStateData(SamplerClampLinear) singleton GFXSamplerStateData(SamplerClampLinear)
{ {
textureColorOp = GFXTOPModulate; textureColorOp = GFXTOPModulate;
addressModeU = GFXAddressClamp; addressModeU = GFXAddressClamp;
@ -45,7 +45,7 @@ new GFXSamplerStateData(SamplerClampLinear)
mipFilter = GFXTextureFilterLinear; mipFilter = GFXTextureFilterLinear;
}; };
new GFXSamplerStateData(SamplerClampPoint) singleton GFXSamplerStateData(SamplerClampPoint)
{ {
textureColorOp = GFXTOPModulate; textureColorOp = GFXTOPModulate;
addressModeU = GFXAddressClamp; addressModeU = GFXAddressClamp;
@ -56,7 +56,7 @@ new GFXSamplerStateData(SamplerClampPoint)
mipFilter = GFXTextureFilterPoint; mipFilter = GFXTextureFilterPoint;
}; };
new GFXSamplerStateData(SamplerWrapLinear) singleton GFXSamplerStateData(SamplerWrapLinear)
{ {
textureColorOp = GFXTOPModulate; textureColorOp = GFXTOPModulate;
addressModeU = GFXTextureAddressWrap; addressModeU = GFXTextureAddressWrap;
@ -67,7 +67,7 @@ new GFXSamplerStateData(SamplerWrapLinear)
mipFilter = GFXTextureFilterLinear; mipFilter = GFXTextureFilterLinear;
}; };
new GFXSamplerStateData(SamplerWrapPoint) singleton GFXSamplerStateData(SamplerWrapPoint)
{ {
textureColorOp = GFXTOPModulate; textureColorOp = GFXTOPModulate;
addressModeU = GFXTextureAddressWrap; addressModeU = GFXTextureAddressWrap;

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@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
new GFXStateBlockData( ScatterSkySBData ) singleton GFXStateBlockData( ScatterSkySBData )
{ {
cullMode = "GFXCullNone"; cullMode = "GFXCullNone";

View file

@ -57,7 +57,7 @@ singleton ShaderData( OffscreenParticleCompositeShaderData )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Planar Reflection // Planar Reflection
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
new ShaderData( ReflectBump ) singleton shaderData( ReflectBump )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl";
@ -72,7 +72,7 @@ new ShaderData( ReflectBump )
pixVersion = 2.0; pixVersion = 2.0;
}; };
new ShaderData( Reflect ) singleton shaderData( Reflect )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/planarReflectV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/planarReflectP.hlsl";
@ -89,7 +89,7 @@ new ShaderData( Reflect )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// fxFoliageReplicator // fxFoliageReplicator
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
new ShaderData( fxFoliageReplicatorShader ) singleton shaderData( fxFoliageReplicatorShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl";

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@ -45,7 +45,7 @@ singleton ShaderData( WaterShader )
pixVersion = 3.0; pixVersion = 3.0;
}; };
new GFXSamplerStateData(WaterSampler) singleton GFXSamplerStateData(WaterSampler)
{ {
textureColorOp = GFXTOPModulate; textureColorOp = GFXTOPModulate;
addressModeU = GFXAddressWrap; addressModeU = GFXAddressWrap;

View file

@ -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) function ExampleComponent::onRemove(%this)
{ {
@ -15,7 +15,7 @@ function ExampleComponent::onClientConnect(%this, %client)
} }
//onClientDisconnect is called any time a client disconnects from the server. //onClientDisconnect is called any time a client disconnects from the server.
function ExampleComponent::onClientDisonnect(%this, %client) function ExampleComponent::onClientDisconnect(%this, %client)
{ {
} }

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@ -367,7 +367,7 @@ function OptionsMenuBackSetting::onClick(%this)
//advance by one //advance by one
%newSetting = getToken(%settingsList, ",", %currentSettingIdx); %newSetting = getToken(%settingsList, ",", %currentSettingIdx);
eval(%settingCtrl.qualitySettingGroup@"::set("@%newSetting@");"); eval(%settingCtrl.qualitySettingGroup@"::set(\""@%newSetting@"\");");
%settingCtrl-->SettingText.setText( %newSetting ); %settingCtrl-->SettingText.setText( %newSetting );
if(%currentSettingIdx == %settingsListCount) if(%currentSettingIdx == %settingsListCount)

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@ -38,7 +38,14 @@ function DisplayMenu::apply(%this)
} }
//Update the display settings now //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" ) /*if ( %newFullScreen $= "false" )
{ {

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@ -60,6 +60,8 @@ EditorSettings.endGroup();
EditorSettings.beginGroup( "Tools" ); EditorSettings.beginGroup( "Tools" );
EditorSettings.setDefaultValue( "snapGround", "0" ); EditorSettings.setDefaultValue( "snapGround", "0" );
EditorSettings.setDefaultValue( "TerrainSnapOffsetZ", "0" );
EditorSettings.setDefaultValue( "OffsetZValue", "0.01" );
EditorSettings.setDefaultValue( "snapSoft", "0" ); EditorSettings.setDefaultValue( "snapSoft", "0" );
EditorSettings.setDefaultValue( "snapSoftSize", "2.0" ); EditorSettings.setDefaultValue( "snapSoftSize", "2.0" );
EditorSettings.setDefaultValue( "boundingBoxCollision", "0" ); EditorSettings.setDefaultValue( "boundingBoxCollision", "0" );
@ -215,6 +217,8 @@ function EditorGui::readWorldEditorSettings(%this)
EditorSettings.beginGroup( "Tools" ); EditorSettings.beginGroup( "Tools" );
EWorldEditor.stickToGround = EditorSettings.value("snapGround"); //$pref::WorldEditor::snapGround; EWorldEditor.stickToGround = EditorSettings.value("snapGround"); //$pref::WorldEditor::snapGround;
EWorldEditor.TerrainSnapOffsetZ = EditorSettings.value("TerrainSnapOffsetZ"); //$pref::WorldEditor::TerrainSnapOffsetZ;
EWorldEditor.OffsetZValue = EditorSettings.value("OffsetZValue"); //$pref::WorldEditor::OffsetZValue;
EWorldEditor.setSoftSnap( EditorSettings.value("snapSoft") ); //$pref::WorldEditor::snapSoft EWorldEditor.setSoftSnap( EditorSettings.value("snapSoft") ); //$pref::WorldEditor::snapSoft
EWorldEditor.setSoftSnapSize( EditorSettings.value("snapSoftSize") ); //$pref::WorldEditor::snapSoftSize EWorldEditor.setSoftSnapSize( EditorSettings.value("snapSoftSize") ); //$pref::WorldEditor::snapSoftSize
EWorldEditor.boundingBoxCollision = EditorSettings.value("boundingBoxCollision"); //$pref::WorldEditor::boundingBoxCollision; EWorldEditor.boundingBoxCollision = EditorSettings.value("boundingBoxCollision"); //$pref::WorldEditor::boundingBoxCollision;
@ -310,6 +314,8 @@ function EditorGui::writeWorldEditorSettings(%this)
EditorSettings.beginGroup( "Tools" ); EditorSettings.beginGroup( "Tools" );
EditorSettings.setValue( "snapGround", EWorldEditor.stickToGround ); //$Pref::WorldEditor::snapGround EditorSettings.setValue( "snapGround", EWorldEditor.stickToGround ); //$Pref::WorldEditor::snapGround
EditorSettings.setValue( "TerrainSnapOffsetZ", EWorldEditor.TerrainSnapOffsetZ ); //$pref::WorldEditor::TerrainSnapOffsetZ;
EditorSettings.setValue( "OffsetZValue", EWorldEditor.OffsetZValue ); //$pref::WorldEditor::OffsetZValue;
EditorSettings.setValue( "snapSoft", EWorldEditor.getSoftSnap() ); //$Pref::WorldEditor::snapSoft EditorSettings.setValue( "snapSoft", EWorldEditor.getSoftSnap() ); //$Pref::WorldEditor::snapSoft
EditorSettings.setValue( "snapSoftSize", EWorldEditor.getSoftSnapSize() ); //$Pref::WorldEditor::snapSoftSize EditorSettings.setValue( "snapSoftSize", EWorldEditor.getSoftSnapSize() ); //$Pref::WorldEditor::snapSoftSize
EditorSettings.setValue( "boundingBoxCollision", EWorldEditor.boundingBoxCollision ); //$Pref::WorldEditor::boundingBoxCollision EditorSettings.setValue( "boundingBoxCollision", EWorldEditor.boundingBoxCollision ); //$Pref::WorldEditor::boundingBoxCollision

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@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Debug Shaders. // Debug Shaders.
new ShaderData( AL_ColorBufferShader ) singleton shaderData( AL_ColorBufferShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgColorBufferP.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"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgSpecMapVisualizeP.hlsl"; DXPixelShaderFile = "./shaders/dbgSpecMapVisualizeP.hlsl";
@ -94,7 +94,7 @@ function toggleSpecMapViz( %enable )
AL_SpecMapVisualize.disable(); AL_SpecMapVisualize.disable();
} }
new GFXStateBlockData( AL_DepthVisualizeState ) singleton GFXStateBlockData( AL_DepthVisualizeState )
{ {
zDefined = true; zDefined = true;
zEnable = false; zEnable = false;
@ -105,7 +105,7 @@ new GFXStateBlockData( AL_DepthVisualizeState )
samplerStates[1] = SamplerClampLinear; // viz color lookup samplerStates[1] = SamplerClampLinear; // viz color lookup
}; };
new GFXStateBlockData( AL_DefaultVisualizeState ) singleton GFXStateBlockData( AL_DefaultVisualizeState )
{ {
blendDefined = true; blendDefined = true;
blendEnable = true; blendEnable = true;
@ -121,7 +121,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
samplerStates[1] = SamplerClampLinear; // depthviz samplerStates[1] = SamplerClampLinear; // depthviz
}; };
new ShaderData( AL_DepthVisualizeShader ) singleton shaderData( AL_DepthVisualizeShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgDepthVisualizeP.hlsl"; DXPixelShaderFile = "./shaders/dbgDepthVisualizeP.hlsl";
@ -157,7 +157,7 @@ function AL_DepthVisualize::onEnabled( %this )
return true; return true;
} }
new ShaderData( AL_GlowVisualizeShader ) singleton shaderData( AL_GlowVisualizeShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgGlowVisualizeP.hlsl"; DXPixelShaderFile = "./shaders/dbgGlowVisualizeP.hlsl";
@ -178,7 +178,7 @@ singleton PostEffect( AL_GlowVisualize )
renderPriority = 9999; renderPriority = 9999;
}; };
new ShaderData( AL_NormalsVisualizeShader ) singleton shaderData( AL_NormalsVisualizeShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgNormalVisualizeP.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"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgLightColorVisualizeP.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"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.hlsl"; DXPixelShaderFile = "./shaders/dbgLightSpecularVisualizeP.hlsl";

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@ -1,4 +1,4 @@
new GFXStateBlockData( Viz_DefaultVisualizeState ) singleton GFXStateBlockData( Viz_DefaultVisualizeState )
{ {
/*alphaDefined = true; /*alphaDefined = true;
alphaTestEnable = true; alphaTestEnable = true;
@ -39,7 +39,7 @@ new GFXStateBlockData( Viz_DefaultVisualizeState )
samplerStates[4] = SamplerClampLinear; // depthviz samplerStates[4] = SamplerClampLinear; // depthviz
}; };
new ShaderData( Viz_TexelDensity ) singleton shaderData( Viz_TexelDensity )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/Viz_TexelDensityP.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"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/Viz_SurfacePropertiesP.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"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./shaders/Viz_ColorblindnessP.hlsl"; DXPixelShaderFile = "./shaders/Viz_ColorblindnessP.hlsl";
@ -307,7 +307,7 @@ function Viz_ColorBlindnessPFX::onEnabled( %this )
// //
//Material Complexity Viz //Material Complexity Viz
new ShaderData( Viz_MaterialComplexity ) singleton shaderData( Viz_MaterialComplexity )
{ {
DXVertexShaderFile = "./shaders/Viz_materialComplexityV.hlsl"; DXVertexShaderFile = "./shaders/Viz_materialComplexityV.hlsl";
DXPixelShaderFile = "./shaders/Viz_materialComplexityP.hlsl"; DXPixelShaderFile = "./shaders/Viz_materialComplexityP.hlsl";

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@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
new ShaderData( AL_ShadowVisualizeShader ) singleton shaderData( AL_ShadowVisualizeShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl";
DXPixelShaderFile = "./shaders/dbgShadowVisualizeP.hlsl"; DXPixelShaderFile = "./shaders/dbgShadowVisualizeP.hlsl";

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@ -2,7 +2,7 @@
:: Delete procedural shaders :: Delete procedural shaders
echo shaders echo shaders
del /q /a:-R shaders\procedural\*.* del /q /a:-R data\shaderCachel\*.*
:: Delete dumped shader disassembly files :: Delete dumped shader disassembly files
for /R %%a IN (*._dis.txt) do IF EXIST "%%a._dis.txt" del "%%a._dis.txt" 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 "scripts\server\prefs.cs" del /s scripts\server\prefs.cs
IF EXIST "client\config.cs" del /s client\config.cs IF EXIST "client\config.cs" del /s client\config.cs
IF EXIST "config.cs" del /s 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 IF EXIST "banlist.cs" del /s banlist.cs
:: logs :: logs
echo logs echo logs
IF EXIST "torque3d.log" del /s torque3d.log IF EXIST "torque3d.log" del /s torque3d.log
echo DONE! IF EXIST "console.log" del /s console.log
echo DONE!