marauder2k7
e1c01cd49a
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-05-12 14:45:41 +01:00
AzaezelX
2ae10c7ce1
add reload status to onNewDataBlock callback
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and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
marauder2k7
73ad92b757
review notes from Az
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Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00
marauder2k7
0da0903599
Merge branch 'development' into imageAsset_refactor_rev3
2025-03-24 20:07:06 +00:00
AzaezelX
f633ef3a3d
fill in the validated variables
2025-03-09 11:53:23 -05:00
marauder2k7
fa8110ce8f
all DECLARE_IMAGEASSET refactored
2025-01-23 22:12:55 +00:00
AzaezelX
c4ae6258cc
sound safeties and future notes
2023-02-26 17:26:43 -06:00
AzaezelX
15f7f04bee
standardize soundasset preloading for datablocks
2023-02-19 05:19:51 -06:00
AzaezelX
f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
2023-01-27 01:13:15 -06:00
AzaezelX
d23ee397e6
adds wetness
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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
2022-11-21 21:12:23 -06:00
AzaezelX
f5600826d7
Merge branch 'Preview4_0' into SoundAssetImplements
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# Conflicts:
# Engine/source/T3D/assets/assetImporter.cpp
# Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor
1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
2021-10-04 20:04:21 -04:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
marauder2k7
76addc52eb
Checks for emptyString in preload
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Sound asset out for emptyString
2021-09-28 21:10:48 +01:00
AzaezelX
ef652ad8b9
clean out of the manual getSFXProfile() methods
2021-09-26 20:07:49 -05:00
Areloch
2a8f8c15f3
Shifted long-form check/fetch of sound asset's SFXProfile to a convenience function
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Fixed formatting on projectImporter.tscript file
2021-09-18 02:46:15 -05:00
Areloch
17d1253ba2
Converts precipitationData to use sound asset macros
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Adds handling for soundProfile fields and lookups of sound assets by SFXProfile name in project importer
2021-09-15 00:41:23 -05:00
Areloch
52c83d19e1
Added shapeFile field to TSForestItemData convert setting
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Fixed modulePath not setting in some cases for project importer
Fixed not assigning drop and splash textures in precipitation
Fixed stringtable insert for sfxProfile
2021-07-28 12:01:17 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
rextimmy
5a933c00d3
Removed old fixed function code from GFX.
2021-01-05 12:57:17 +10:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
ed14b6fced
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
2017-04-08 20:30:57 -05:00
Thomas "elfprince13" Dickerson
27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
2017-01-11 23:36:04 -05:00
Areloch
e06018aeea
Properly initiates the max number of drops per batch to avoid possible corruption issues.
2016-07-11 22:27:27 -05:00
Azaezel
2723bfbc91
corrects corruption in precipitation class
2016-06-23 11:44:17 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Daniel Buckmaster
9217dfa4bd
Stop precipitation from processing ticks when it's hidden.
2015-07-23 19:34:46 +10:00
Daniel Buckmaster
9396ae7176
Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod
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Conflicts:
Engine/source/T3D/missionMarker.cpp
2014-12-21 21:23:55 +11:00
LuisAntonRebollo
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
Vincent Gee
acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
2014-11-03 22:42:51 -05:00
LuisAntonRebollo
a3bdaf128f
Fix memory corruption on Precipitation::destroySplash.
2014-07-12 02:03:20 +02:00
LuisAntonRebollo
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
Thomas Fischer
53abbe066d
added checks for valid pointers after locking
2013-06-30 17:51:38 +02:00
thecelloman
b4ea1123dc
Remove Interior Object format (DIF)
2013-04-05 12:39:26 -04:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00