Commit graph

1947 commits

Author SHA1 Message Date
Brian Roberts c7d966c0de
Merge pull request #1528 from marauder2k9-torque/Recast-Update
Recast refactor
2025-08-04 08:50:11 -05:00
AzaezelX cacd8a6064 mipwork, laregly courtesy of @mmarauder2k9-torque 2025-08-03 20:25:31 -05:00
JeffR bfc1a7e03c Removed extra wipwork script that isn't needed now 2025-08-03 12:11:44 -05:00
JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does.
- Overhauls the material editor to simplify and streamline the logic behind it since the inspector does most of the work
- Tweak a few order positions of materialdefinition fields to work better
- Sets AO, Rough and Metal channel fields to use an enum type for human readability
- Updates the MaterialPreview gui control to work with assetIds
- MatEd now supports setting of parent material to inherit from
- Creating a new material now can prompt selecting an existing material to inherit from
- Can now edit the mapTo value of a material in the matEd
- New standalone Composite Texture Editor window for convering AO, Roughness and Metalness maps in a material to an ORMMap
- Can also star the creation of a composite texture via RMB context menu in AB on an image asset
- Moved logic of CubemapEditor from MatEd to it's own stuff
- Made ImageAsset fields now be more clear when they have nothing assigned, and also have a clear button to empty the field's value so it's consistent across the board
- Reorganized the layout of the gui and image files for the MatEd to be easier to navigate
- MaterialEditor now overlays the EditorGUI instead of being forcefully embedded in it, allowing easy editing of the MatEd Gui via the Gui editor
2025-08-03 12:03:02 -05:00
marauder2k7 c2b347af7c ai test classes
protoplayer protocar
2025-08-01 19:42:02 +01:00
marauder2k7 9d98d55b1e fix tree selection 2025-07-28 10:02:52 +01:00
marauder2k7 888e72ad28 Update navEditor.tscript
typo
2025-07-28 08:30:46 +01:00
marauder2k7 b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00
marauder2k7 24ec55e8bc cleanup
add select tool
cleanup more from guinaveditorctrl and scripts
2025-07-27 19:32:52 +01:00
marauder2k7 3946017556 add follow logic
select follow target and toggle follow for a specific object. Only way to unfollow is to move the following bot to an arbitrary location
2025-07-27 17:25:09 +01:00
marauder2k7 715a2484a0 Update navEditor.tscript
filter out vehicle
2025-07-27 12:47:26 +01:00
marauder2k7 f730d0bf1c added spawning
Tile test tool now spawns classes and data
Test avoidance added to aicontroller and ainavigation
2025-07-27 12:43:19 +01:00
marauder2k7 9039435d12 Update navEditor.tscript
woops
2025-07-26 10:41:03 +01:00
marauder2k7 6d36e17d91 added navmesh tester tool
Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
2025-07-26 10:34:19 +01:00
marauder2k7 e55d3b6f82 Update NavEditorGui.gui
fix textsliderctrl not losing focus, reason for the issue was incorrect profile
2025-07-25 10:11:08 +01:00
marauder2k7 496e427d76 add radius controls
update the scripts for the offmeshcontool
radius controlled by slider ctrl
2025-07-25 09:44:49 +01:00
marauder2k7 d1771756c2 updated drawmodes and rendering
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
2025-07-24 14:25:02 +01:00
marauder2k7 80473e10b5 added first tool
Added the tileTool with the ability to select tiles
Abstraction layer for navmesh tools created.
2025-07-23 15:08:29 +01:00
marauder2k7 99db60e3f3 Update assetBrowser.tscript
fix folder navigation in asset browser

fix found by Abbey
2025-07-11 12:31:27 +01:00
JeffR e7db5bb4a1 Shifts the visibility modes dropdown menu in the editor to an easily expandable menu so modules can hook into it 2025-07-10 00:22:19 -05:00
JeffR b9d9c52786 Flips the datablock order exec to always guarantee particle data is loaded ahead of emitter data when making a new module 2025-07-07 16:18:01 -05:00
marauder2k7 c6ec2fd6a1 Merge branch 'PreviewAssets_UseAsset' into SoundAsset_Refactor 2025-06-19 13:36:49 +01:00
marauder2k7 26e18cdfe8 feedback from az
scripts changed to reflect a better standard of loading offscreencanvas on client and not on the server
2025-06-18 21:17:13 +01:00
marauder2k7 6f9c4158d8 gui offscreen material test
added interaction static guioffscreencanvas to capture mouse events
added test shape
2025-06-18 17:05:35 +01:00
marauder2k7 a276ad2505 Update cursors.tscript
missed UI cursors
2025-06-18 09:29:12 +01:00
marauder2k7 51b1e3b07e update cursors
GuiCursor needs to be changed to use bitmapAsset
guiTypes.GuiCursor safety around rendering getBitmap()
2025-06-18 09:27:47 +01:00
JeffR d35a305149 Fixes issue of not being able to create GameModes or blank MaterialAssets from the Asset Browser 2025-06-17 19:08:45 -05:00
JeffR a3620c6e51 Fixes missing parentheses that is causing the script to not compile 2025-06-16 18:23:12 -05:00
Brian Roberts 0aaddcddb4
Merge pull request #1500 from marauder2k9-torque/MissionArea-RemoveTerrainDependency
remove terrain dependency from mission area
2025-06-16 16:36:24 -05:00
marauder2k7 fc9f221ac0 Prepend symbol for image files
Prepend image filenames in imageassets with "@" symbol so expand and collapse works correctly for files relative to that asset.taml file.
2025-06-16 08:33:11 +01:00
marauder2k7 50f74368b3 various fixes around preview assets and imageassets text field
Imageasset text field now displays correctly in inspector
previews now use assets again
assetBrowser hides previewCache folder
2025-06-15 22:07:12 +01:00
JeffR 8b7629d679 We don't want to be generating autosaves of the default and template levels as that can just cause weirdness. 2025-06-15 10:50:32 -05:00
marauder2k7 0a1e3f74ed remove terrain dependency from mission area
Mission Area now captures the entire level bounds based on objects in the scene
Terrain is no longer required for mission area to be set
2025-06-15 12:41:47 +01:00
AzaezelX 14c8ea28c8 offload spawnControlObject on controllable death to gameplay modules 2025-06-09 17:13:57 -05:00
JeffR 970394c42d Corrects handling for creating new folders via asset/AB workflow
Also fixes issue where Make Selected a Mesh action wasn't working properly because it lacked a ShapeAsset createNew method
2025-06-03 15:13:33 -05:00
JeffR 0e6c33f78a Fixed gui editor drag and drop behavior for image, shape, and sound
Ensure BitmapFile is given a proper default
2025-05-30 20:21:13 -05:00
JeffR 8ed3bab44c Re-added prefix handling for named texture lookups for image asset fields
Changed render-out of shape preview images to use png
Added filter against previewCache folder
2025-05-28 17:47:23 -05:00
JeffR 0fa8b97f91 Reimplements ability to utilize direct file load alongside ImageAsset fields when utilizing the ImageAsset macros
Updates Asset Browser generated preview images to not utilize full assets, but just the preview image files themselves
2025-05-27 17:12:03 -05:00
Brian Roberts a43458677a
Merge pull request #1481 from Areloch/MiscFixes_20250525
Misc Fixes and improvements including updated autosave handling
2025-05-27 08:03:08 -05:00
marauder2k7 d21bd8dab4 Update materialEditor.ed.tscript 2025-05-27 09:04:33 +01:00
JeffR d227e2e056 renames Camera_image asset to comply to caps formatting to fix assert on case-sensitive platforms. 2025-05-25 15:30:13 -05:00
JeffR bb7ee38bf4 - Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
Brian Roberts 95c496f872
Merge pull request #1468 from marauder2k9-torque/CompileAll
Restore compileAll functionality
2025-05-18 10:05:13 -05:00
marauder2k7 183d8e904f Update core.tscript
returns the ability to compile all scripts and gui files
2025-05-18 16:03:48 +01:00
Brian Roberts 2a9aa3a9d5
Merge pull request #1461 from Azaezel/alpha41/CreateCompositeCleanups
cleanup strays
2025-05-18 08:29:05 -05:00
AzaezelX 26d0e427de shift prototyping UI into tools proper
was prototyped in the prototyping module. now properly resides in tools
2025-05-17 16:25:07 -05:00
AzaezelX 37f28dfbd7 cleanup strays
handle clearing composite input textures
we no longer have a material value labeled emissive.
2025-05-16 10:54:00 -05:00
JeffR 311878829c Fixes the layout of the Torque SimView window so the layout is correct and also adds in the search functionality that had been removed accidentally 2025-05-15 20:22:11 -05:00
JeffR 65c290a770 Simplified the code to the important part as we do the position math previously.
Also added the stub for the onGUIEditorDropped
2025-05-15 12:50:21 -05:00
JeffR c6213f0d12 Fixes the handling of creator entries in the asset browser 2025-05-15 11:14:53 -05:00
AzaezelX 9b2ccb8bd5 fix controller autoasignment script
the navmesh editor will try and bolt on an aicontroller initially referencing a datablock.aiControllerData for any given thing clicked on.
make sure if you saved a file with one still referenced, it wont try to use the old one
2025-05-14 10:17:55 -05:00
Brian Roberts c0d87cd3f1
Merge pull request #1454 from marauder2k9-torque/FixCompile-imageAsset
Fix after merge of image_asset
2025-05-12 19:27:30 -05:00
marauder2k7 f86497434e is named target
clear out texHandles on teardown of imageAssets.
2025-05-12 22:17:01 +01:00
marauder2k7 18b1b6d1d0 Update image.tscript 2025-05-12 21:51:16 +01:00
AzaezelX e13abbcf00 kill stray merge leftover 2025-05-12 15:51:15 -05:00
marauder2k7 e1c01cd49a Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-05-12 14:45:41 +01:00
AzaezelX 4ba93dafc3 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem 2025-05-03 15:25:36 -05:00
Brian Roberts 798936ebd2
Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
Updates most of the handling of asset types to follow a more standardized type-registration system.
2025-04-29 13:19:50 -05:00
AzaezelX 618ddbc9ba Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
# Conflicts:
#	Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
AzaezelX c6f19e5cae fix nav editor stop comand 2025-04-28 12:49:48 -05:00
AzaezelX be35c27411 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/DamageModel
# Conflicts:
#	Engine/source/T3D/vehicles/vehicle.cpp
2025-04-28 10:53:53 -05:00
Brian Roberts 2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX 2ae10c7ce1 add reload status to onNewDataBlock callback
and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
AzaezelX b643aa41a2 take flight floor and ceiling into account for yaw too
ditch roll compensation as it was causing more problems than it was solving
2025-04-26 21:04:06 -05:00
AzaezelX 8fa132707d fix stop button 2025-04-26 10:37:42 -05:00
AzaezelX 20976b485c Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem 2025-04-26 10:11:13 -05:00
JeffR 7b7de1f10f Adjusts the handling of the disconnect call to not utilize package overrides, but instead a callOnModules invoke like most other cross-module calls.
This allows the editor to issue a disconnect call properly again.
2025-04-22 18:20:12 -05:00
AzaezelX 6200a6f1fb add a calibrateable mHeightTolerance
for players this defaults to 0.001, for wheeledvehicles, 2.0, and for flyingvehicles, 200
fix naveditor cript not looking up the object.datablock.aicontrollerdata
fix AIWheeledVehicleControllerData not binding the relevant ::resolvespeed
also the relevant ::resolvespeed now lowers the throttle post-turning
add AIFlyingVehicleControllerData
2025-04-21 14:58:11 -05:00
AzaezelX 32d95d3b8b put AIPlayer support back, and it as the default class to spawn 2025-04-20 15:29:26 -05:00
AzaezelX 1fad2c7372 AIWheeledVehicleControllerData wipwork 2025-04-17 20:01:36 -05:00
AzaezelX d0b0070ec7 set navmesh test tool bots to damage enabled and navmeshignore 2025-04-17 18:15:41 -05:00
AzaezelX 4fb92f02a3 completed list of roughly ported over scripthooks.
todo: need to figure out why followobject is only hitting the first path node. likely  amixup with goal handling
2025-04-17 01:27:08 -05:00
AzaezelX 5b2c0c7703 add a controlmap entry
for players, vehicles, and turret datablocks
add a client command to setMovemap(%object.getDatablock().controlMap)
2025-04-13 14:51:30 -05:00
AzaezelX 860ac41181 handle enabled->disabled->destroyed filters properly 2025-04-10 13:08:43 -05:00
AzaezelX 9007aa9532 basic vehicle eject onDestroyed code
leverages Parent to also call the rest of the deletions
also fix setdamagedirection for players driving vehicles instead of either on thier own
2025-04-08 19:50:47 -05:00
AzaezelX 5cf54580e6 Generic Damagemodel
included in root/data/ as a module so theres a generic folks can riff off of
additionally, includes a physcs based damage option inspector exposed augment for velicity based collisions, as well as utilities for applying damage to the object a given thing is mounted to
further. also fixes a lack of vehicles being able to use thier mvTriggerCount4 and 5 for the additional 2 mountpoints allowed
2025-04-06 16:09:14 -05:00
AzaezelX 8ef5760b5d fix make a mesh sometimes shifting position in level
leverage the fact that when we create the backup prefab, that compresses down to one selected object
from there we can get it's position and use that for the bake location
2025-04-05 16:38:27 -05:00
marauder2k7 7c4d41ee21 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-04-05 15:59:02 +01:00
AzaezelX 3b2651c0ab typofix for bad %client.spawnDataBlock filtering 2025-04-02 17:40:37 -05:00
AzaezelX 8ac9da0e9f fix spawn failure reports
also force the fallbacks on failures
2025-04-01 20:48:50 -05:00
JeffR 0bf38aacf3 Made the Asset Properties inspector ctrl be a regular GuiInspector control
Standardized the image asset action menu and editing callbacks while leaving it open for modification/expansion later as needed
2025-04-01 02:10:13 -05:00
JeffR 5566f8a396 Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types 2025-03-30 16:36:15 -05:00
JeffR c2af4e578b Merge branch 'Standardized_AB_AssetManagement' of https://github.com/Areloch/Torque3D into development 2025-03-30 15:03:43 -05:00
marauder2k7 435462c738 fix the other previewss 2025-03-28 13:00:25 +00:00
marauder2k7 9cf17ae9a0 Update assetBrowser.tscript
remove spam from debug echos
2025-03-28 12:41:42 +00:00
marauder2k7 bfe2401ebb get image metadata
adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
2025-03-28 11:14:21 +00:00
marauder2k7 4d14610753 Update materialEditor.ed.tscript
cleanup materialEditor script
2025-03-27 09:22:22 +00:00
marauder2k7 fad397d914 always cleanup -_- 2025-03-27 09:11:40 +00:00
AzaezelX 9f11f132d3 fix wetness 2025-03-26 06:22:01 -05:00
marauder2k7 e1a2a6d9f9 fix material editor
material editor now handles named targets propertly when loading
also update preview image in material editor
2025-03-26 10:55:54 +00:00
marauder2k7 16d219769f set preview image
set the image asset preview image for namedTargets
2025-03-26 10:12:14 +00:00
marauder2k7 bab7878ca6 give named target a fallback
we need to give named target a fallback image so references are kept when a named target is not ready.
2025-03-26 09:12:06 +00:00
marauder2k7 9ff4c84bc8 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-03-25 21:02:57 +00:00
AzaezelX 5666373447 unmangle brdfTexture. again.
also correct roughnessToMipLevel, specular tinting and missing horizon correction
2025-03-24 18:18:12 -05:00
marauder2k7 0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00
AzaezelX 9d7fdab193 correct further flaws with albedo handling 2025-03-23 20:53:32 -05:00
AzaezelX 61dbbf7102 clean up brdf
it was loading in the wrong colorspace, and there as a mix of texture/textureLOD refs leading to inconsistencies
2025-03-22 13:38:09 -05:00
AzaezelX 42710ec6f0 specular review
cleanup of various calcs
2025-03-22 10:00:45 -05:00
Brian Roberts 80b16185ef
Merge pull request #1404 from Azaezel/alpha41/albedoOops
proper correction for missing direct light suface coloration
2025-03-02 00:29:26 -06:00
AzaezelX 6381065eea proper correction for missing direct light suface coloration 2025-03-02 00:29:04 -06:00
Brian Roberts e8028b93a7
Merge pull request #1403 from Azaezel/alpha41/spawnSphereShaping
ObjectBuilderGui::buildSpawnSphere
2025-03-01 18:41:08 -06:00
AzaezelX 0562e2fea6 ObjectBuilderGui::buildSpawnSphere
adds a build callback for the add menu->markers->spawnsphere, using the general case presentation
2025-03-01 18:40:49 -06:00
AzaezelX 5f1eec0e00 expand playgui callbacks to also allow game modes to inject element layers 2025-02-27 14:41:21 -06:00
AzaezelX 41133624e3 reduce redundant calcs for the dampen method.
remove overemphasized normal infleunce on groundcover foliage
2025-02-25 15:46:41 -06:00
AzaezelX 34bc015d3e correct high metallic objects lacking color input 2025-02-25 02:45:53 -06:00
Brian Roberts 7bb8587db5
Merge pull request #1388 from Azaezel/alpha41/erosionBrushes
additional terrain brushes
2025-02-20 12:08:22 -06:00
AzaezelX 1ac6ad0887 icons 2025-02-18 20:41:26 -06:00
AzaezelX 25ea164a1f add a pasteUp and pasteDown pallet 2025-02-17 23:42:19 -06:00
Brian Roberts 2bacfca540
Merge pull request #1387 from Azaezel/alpha41/buttonPalletBump
fix buttonpallet extents misalignment
2025-02-17 23:27:43 -06:00
AzaezelX 7b42080b9e fix buttonpallet extents misalignment 2025-02-17 23:27:23 -06:00
AzaezelX 561c201b88 copy paste support for terrains 2025-02-17 22:10:56 -06:00
AzaezelX 2eb2cbc302 add erosion brushes
todo: sort why noise... isn't.
2025-02-17 05:48:15 -06:00
Brian Roberts bb1cd32838
Merge pull request #1386 from Azaezel/alpha41/oninspectDBFilter
add a datablock namespace hook for onInspect
2025-02-15 20:26:55 -06:00
AzaezelX 818d76d481 add a datablock namespace hook for onInspect 2025-02-15 17:38:11 -06:00
AzaezelX 516df48354 adds a built in detail map generator
splitTerrainMaps("data/some/file"); or  makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
2025-02-06 14:46:05 -06:00
Brian Roberts b47ffb2f28
Merge pull request #1379 from Areloch/VariousSubSceneFixes
Various Subscene Fixes
2025-02-06 12:16:49 -06:00
JeffR 0d338f2d51 * Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.
* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
2025-02-05 22:51:43 -06:00
AzaezelX cf92b29898 take ao into account for the brdf diffuse component 2025-02-03 11:51:53 -06:00
Brian Roberts f71f4e051f
Merge pull request #1375 from Azaezel/alpha41/conoleCleanups
Don't report keybinds unless asked
2025-01-30 17:31:15 -06:00
AzaezelX 3797038664 Don't report keybinds unless asked
Do report where you're saving prefs
2025-01-30 17:29:31 -06:00
Brian Roberts cb63b382ff
Merge pull request #1373 from Azaezel/alpha41/matEDmangle
fix material editor becoming nonresponsive when specifically dragging…
2025-01-29 00:16:31 -06:00
AzaezelX 5a0b9a5120 fix material editor becoming nonresponsive when specifically dragging and dropping a texture 2025-01-29 00:16:03 -06:00
Brian Roberts cd2213de36
Merge pull request #1371 from Azaezel/afxZodiacFindings
Afx zodiac findings
2025-01-27 18:57:28 -06:00
Brian Roberts fdbac265b7
Merge pull request #1363 from marauder2k9-torque/ColorPicker-refactor
Color picker refactor rev2
2025-01-27 11:31:17 -06:00
marauder2k7 c4a6159faa Update core.tscript
change the execution order so sfx is initialized right after rendering
2025-01-26 21:04:52 +00:00
marauder2k7 f519cff6ff gui types using image_asset 2025-01-23 22:12:57 +00:00
marauder2k7 fa8110ce8f all DECLARE_IMAGEASSET refactored 2025-01-23 22:12:55 +00:00
marauder2k7 7ffb27dab3 Update colorPicker.ed.gui 2025-01-23 19:24:11 +00:00
marauder2k7 d06a28041d Update colorPicker.ed.gui 2025-01-23 19:22:50 +00:00
marauder2k7 704e304eef display correct values
Few fixes to display float values if the inspector field asks for floats
Split Hsb out from colorI now linearColorF can return HSB from its own color without having to go through the colorI conversion, hopefully gets rid of rounding errors etc since we are only doing the calc once.
2025-01-23 19:06:35 +00:00
AzaezelX 967fa62ddd shaders/common/ no longer exists 2025-01-23 11:19:27 -06:00
AzaezelX fa1380acc5 add missing shaderData defines. don't ask if something exists before creating it 2025-01-23 11:18:52 -06:00
marauder2k7 48ca98ca84 color palette saving
for now saves palette colours as their hex value. This will miss out on the alpha value.
2025-01-23 14:46:05 +00:00
marauder2k7 46192c3709 Eye dropper functionality
Adds eye dropper functionality
adds eye dropper button image supplied by jeff
adds a few missing asset files (due to in asset browser scan and add all loose files)
2025-01-23 10:18:18 +00:00
marauder2k7 d5d7f9b91b missed glsl shader changes
missed a few glsl shader changes
fixed gradient to look correct with selected underlay colour
2025-01-22 21:32:07 +00:00
marauder2k7 5ca1c37fe9 more fixes for hsb conversion and gui updated 2025-01-22 19:14:40 +00:00
marauder2k7 29a9bd7917 ground work before gui 2025-01-22 17:21:46 +00:00
GATTOUMIDE 88b5bf9245 Fixes camera speed slider and minor gui adjustments 2025-01-22 00:04:01 -03:00
AzaezelX 52dbef6f5f correct misbehaving ibl
got turned around on which pass returned the surface.basecolor when ign orelighting was on.
refine dampen method o stop fighting grass
2025-01-20 19:45:22 -06:00
Brian Roberts a0d1eda965
Merge pull request #1358 from Azaezel/alpha41/saveAsSignature
fix level saveas
2025-01-18 22:04:36 -06:00
AzaezelX aea3879698 fix level saveas
.getCount()  != .count()
2025-01-18 22:02:56 -06:00
Brian Roberts 6b1a811689
Merge pull request #1355 from Azaezel/alpha41/roughTime
roughness was ramping up mip levels too slowly
2025-01-09 10:50:01 -06:00
AzaezelX 439438cd1f roughness was ramping up mip levels too slowly 2025-01-09 10:24:52 -06:00
AzaezelX 87024fe53a fix overdark default sun ambient setting 2025-01-08 18:18:07 -06:00
AzaezelX 59d6ec1a0f adjust spherical probe attenuation curve to steepen with to assist with blending 2025-01-08 11:13:04 -06:00
AzaezelX a4266a1336 fix distance falloff misassignmen. fix uninitialized attenuation in root probes 2025-01-07 23:48:34 -06:00
AzaezelX 5a2ec2731f shift attenuation to probes in general. 2025-01-07 16:58:50 -06:00
JeffR 8d63e3008e Adjusts final call invoke of when we spawn to after we have both the spawnObject type as well as a spawn position
Also adds a check so if we have spawned as just a camera, it scopes down to the client correctly
Correctly has the shortcut calls activate for the spawn override callbacks if no modules or gamemodes are able to respond to them
2025-01-07 07:14:48 -06:00
Brian Roberts 8274bbbca4
Merge pull request #1342 from Areloch/SpawnObjectOverrideOverhaul
SpawnObject Override Overhaul
2025-01-03 09:44:37 -06:00
JeffR 46f6f6a9da Added field to ModuleDefinition for priority, which can be used to process/sort them in priority order
Added logic to ModuleManager's findModules method to allow priority sorting as well as pre-filtering by a given module group
Adjusts the %isFine argument for the onMapLoadFailed callback events to %canContinueOnFail for a bit more clarity on what the arg conveys
Shifts the setSpawnObjectType, setSpawnPoint and onPostSpawn call stack to utilize an event manager to allow the setup process for spawners and gamemode prepwork to run in it's own time, if needbe. Such as if a gamemode has to generate a map and there's no guarantees on when it'll b e done for one client vs another
Added getModulesAndGameModesList, callOnObjectList and getNumCanCallOnObjectList utility functions
2025-01-03 00:37:25 -06:00