Commit graph

88 commits

Author SHA1 Message Date
Areloch
8985cbb0d3 Merge pull request #1894 from John3/enableVideoRecording
enable video recording
2017-01-30 18:26:50 -06:00
Areloch
f02d0d6c4e Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Johxz
731981dbb6 Unused preDemoRecord() 2017-01-01 22:17:45 -06:00
Johxz
5e47c018b2 enable video recording 2017-01-01 21:40:41 -06:00
Areloch
7688042112 Merge pull request #1888 from Azaezel/updateEmpty
brings empty up to date for core and shader dirs
2016-12-27 22:15:41 -06:00
Azaezel
13c57e6562 brings empty up to date for core and shader dirs 2016-12-27 10:28:03 -06:00
Azaezel
646c62d9f4 HDR review: remove from reflections, kill depth check, order of operations corrections. 2016-12-27 10:24:49 -06:00
John3
100e18d232 forget the empty template XD added delete demo function 2016-06-29 19:21:01 -05:00
John3
9b8f0eee44 added "how to use". Added delete button (Disabled right now) 2016-06-21 22:09:06 -05:00
John3
4699a2142b Enable to play recorded gameplay demo from main menu. 2016-06-21 22:06:09 -05:00
John3
0966037211 added $appName 2016-06-20 20:07:03 -05:00
John3
afcbe83a26 Corrected "Pref::Server::ConnectionError" description. 2016-06-20 19:30:54 -05:00
Azaezel
d79b9a2988 removes w=z trick (was causing fisheye, effectively) 2016-05-18 06:38:13 -05:00
Areloch
f703a84218 Duplicates the missing samplerstate configurations in the empty template, for parity. 2016-05-16 13:21:44 -05:00
Azaezel
c104313f43 updated empty template with stray script files from devhead that had yet to be converted 2016-05-08 21:21:52 -05:00
Anis
5947933f99 Merge pull request #1434 from blackwc/fullscreen-cli-fix
fullscreen and windowed mode cli fix
2016-02-19 16:59:42 +01:00
Areloch
a90eb9762b Re-submission of the Volumetric Fog PR, with cleanup. 2015-12-01 00:10:13 -06:00
Areloch
92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching
This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Areloch
9d726bb9ed Merge pull request #1453 from blackwc/playJournal-template-fix
playJournal fix and removed depcrecated command line options
2015-11-09 10:24:30 -06:00
blackwc
bba604a043 playJournal fix and removed depcrecated command line options 2015-10-28 22:46:17 -04:00
blackwc
ea1931d215 improved radio button 2015-10-23 20:37:22 -04:00
Areloch
a72802b677 Merge pull request #1435 from Azaezel/glowDebugEmpty
Looks good
2015-10-21 00:56:59 -05:00
Azaezel
2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
blackwc
ef5bdc66d3 fullscreen and windowed mode cli fix update 2 2015-10-11 02:34:21 -04:00
Azaezel
e0c275b56b missing empty template glow pass debug tool 2015-10-07 05:36:44 -05:00
blackwc
5239c2f183 fullscreen and windowed mode cli fix update 2015-10-07 04:56:36 -04:00
blackwc
6d6055c873 fullscreen and windowed mode cli fix 2015-10-07 03:28:48 -04:00
wcb
3c252689f3 sfxCompareProvider fix for Empty template 2015-10-06 02:07:01 -04:00
Areloch
dd5f910b64 Companion PR to 1398 to add the change to the Empty template as well. 2015-09-05 12:07:47 -05:00
Areloch
8248ecdeac Looks like WHEEL_DELTA is defined for win and osx, but not linux. Retooling to utilize a $pref instead, as that will let the scroll speed be modifiable for any projects that need it. 2015-08-05 17:44:55 -05:00
Daniel Buckmaster
39f0e269d6 Merge pull request #1328 from GarageGames/release-3.7
Release 3.7
2015-06-24 19:00:57 +10:00
Areloch
9368b7b915 Adjusted the popup issue fix to ensure nothing breaks in either regular or oculus mode. 2015-06-01 22:34:55 -05:00
Daniel Buckmaster
9cfc852192 Apply vignette settings properly for #1302. 2015-05-16 17:52:58 +10:00
James Urquhart
3a457749ec Oculus VR DK2 Support
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
Areloch
2f69ffd2d4 Fixes issue #1277
Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)

This correctly utilizes the forest object's datafile field if it's set.
If not, it will create a new forest item with the missionPath\missionName.forest convention.

This also removes the checks for the hardcoded "theForest" forest object name, so that if it is renamed for some reason, it doesn't break.

Lastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.

This has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.
2015-04-27 21:45:57 +10:00
Miodrag Sejic
351d5f08e9 vignette_final
+added: gui slider for maximum exposure of vignetting
+changed: shaders to logical min/max floats
this pr contains the glsl shaders as well and therefore makes the
https://github.com/GarageGames/Torque3D/pull/1225 Pull Request obsolete
2015-03-07 14:03:12 +01:00
LuisAntonRebollo
aa35157eef PlatformSDL implementation. 2015-01-19 01:17:37 +01:00
Daniel Buckmaster
450a6c6c80 Merge pull request #969 from eightyeight/options-for-godrays
Added settings for god-ray PostFX.
2014-12-22 14:52:09 +11:00
Daniel Buckmaster
4af7227559 Fixed some ranges. 2014-12-21 23:20:48 +11:00
Daniel Buckmaster
154be2ae0e Merge pull request #974 from Azaezel/sound_provider_fallback_request
re-orders sound device provider wieghting
2014-12-21 19:06:06 +11:00
LuisAntonRebollo
98e3651db5 Merge pull request #940 from BeamNG/add_opengl_support
Add/Activate OpenGL render.
2014-11-30 02:48:13 +01:00
LuisAntonRebollo
ac31cf18b7 Merge pull request #611 from BeamNG/templates_shader_data_decl
Add sampler names to Templates ShaderData declarations necesary for OpenGL.
2014-11-30 02:20:24 +01:00
Azaezel
55c3717ffa re-orders sound device provider wieghting to preffer xaudio over directsound as d-sound is getting tossed soon. 2014-11-29 05:20:46 -06:00
ChelaruCatalin
cea768a3b1 Improved God Ray
Add control for the number of samples and other controls for God Rays
shader.
2014-11-29 07:53:31 +11:00
LuisAntonRebollo
dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
Daniel Buckmaster
3082bb3adc Merge pull request #884 from GarageGames/development-3.6
Version 3.6.2
2014-11-05 20:28:01 +11:00
Daniel Buckmaster
be75d5eaab Merge pull request #886 from eightyeight/fix-postfx-manager
Reduce minimum tab width in PostFX manager
2014-11-04 14:20:03 +11:00
Daniel Buckmaster
719fcd7d2d Reduce minimum tab width in PostFX manager. 2014-11-04 14:16:32 +11:00
Daniel Buckmaster
ed820f2dd4 Merge pull request #761 from J0linar/PostFx_Vignette
Added Vignette PostFx
2014-11-04 13:30:47 +11:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00