Commit graph

86 commits

Author SHA1 Message Date
Areloch
ca4204be14 Merge pull request #1933 from Areloch/SDLMenubarFixins
Fixes editor handling of menubars when opening/closing.
2017-01-30 13:31:46 -06:00
Areloch
f8b650f7a1 Reworks the open/close functions of the gui and world editors so they will properly toggle between and clean up when closed. 2017-01-21 17:11:54 -06:00
Areloch
ec8b657b71 Adds support for multiple textures used in the strike rendering per @RichardsGameStudio's help. 2017-01-19 19:15:50 -06:00
Areloch
6a204f3528 Missed removing the old BMP splash for the new PNG one. 2017-01-16 00:16:17 -06:00
rextimmy
a3173b566e PhysicsShapeData examples 2017-01-03 10:24:47 +10:00
Johxz
681b049e93 remove dml file 2016-12-09 16:39:06 -06:00
Areloch
3b3e0c7db5 Tweaks the detail textures for the terrain to work better with the linear pipeline. 2016-07-27 23:45:32 -05:00
John3
4699a2142b Enable to play recorded gameplay demo from main menu. 2016-06-21 22:06:09 -05:00
John3
c7917e566c cleanup observeParameters 2016-06-15 23:17:00 -05:00
John3
072e7ad563 clean up observeParameters 2016-06-15 23:02:42 -05:00
John3
66194245ff clean up energyPerDamagePoint 2016-06-15 23:00:13 -05:00
Areloch
6fe0b1789d Adds some example components, game objects and the tools and scripts to utilize them. 2016-05-15 16:24:47 -05:00
Azaezel
8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Areloch
cb22357eb2 Merge pull request #1461 from Azaezel/textureLinearization
Diffuse/albedo texture linearization
2016-02-16 01:23:16 -06:00
Areloch
98b3d3294d Merge of PR #855 2016-02-16 00:23:02 -06:00
Areloch
a90eb9762b Re-submission of the Volumetric Fog PR, with cleanup. 2015-12-01 00:10:13 -06:00
Azaezel
ce2964d2d0 diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
2015-11-11 13:52:46 -06:00
Azaezel
b778121fc4 castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets. 2015-11-02 23:06:51 -06:00
Daniel Buckmaster
8615bbf007 Merge pull request #1373 from eightyeight/ribbon-builders
Ribbons in the editors
2015-07-26 20:21:52 +10:00
Daniel Buckmaster
8030c75acf Put ribbons in the FX category so they can be created from the editor. 2015-07-25 11:50:47 +10:00
Daniel Buckmaster
016e0348c9 Fix NaNs in Collada files. 2015-07-23 17:20:29 +10:00
Daniel Buckmaster
39f0e269d6 Merge pull request #1328 from GarageGames/release-3.7
Release 3.7
2015-06-24 19:00:57 +10:00
Areloch
83dddb3cb6 Merge pull request #1129 from Azaezel/retread
revised road top texture
2015-05-27 23:44:12 -05:00
Daniel Buckmaster
587afaac4f Case-sensitive filenames for Linux. See #1287. 2015-05-16 22:37:58 +10:00
Daniel Buckmaster
014b566014 Merge remote-tracking branch 'gg/development-3.6' into development
Conflicts:
	Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Azaezel
9571ad7e83 revised road top texture
texture mentioned in https://github.com/GarageGames/Torque3D/issues/1127
2015-01-25 18:06:22 -06:00
LuisAntonRebollo
5e4a0fbaa1 Merge pull request #1005 from BeamNG/revert_terrain_opengl
Revert terrain opengl
2014-12-10 00:08:35 +01:00
Daniel Buckmaster
9622f93d05 Fix weapon image camera shake. 2014-12-07 20:59:17 +11:00
LuisAntonRebollo
c20f29c672 Merge pull request #1003 from Lopuska/ribbon_opengl
Ribbon port for opengl
2014-12-05 22:58:38 +01:00
Anis A. Hireche
d16a236937 ribbon_opengl 2014-12-03 22:19:02 +01:00
LuisAntonRebollo
7962eef7dd Revert - Merge pull request #962 Fix OpenGL new terrain blend
from BeamNG/fix_opengl_new_terrain_blend (reverted from commit a0d5dc25cd)
2014-12-03 21:54:57 +01:00
LuisAntonRebollo
ff83e8c209 Merge remote-tracking branch 'GG-Github/development' into fix_opengl_new_terrain_blend 2014-11-30 04:47:38 +01:00
Azaezel
911aaddf7d firstPersonShadows:
follows up on 88bb577c82 (diff-b8335f02a980665dd7dc953db7a637ca) from way back when, and adds the script to turn on first person showing player shadows
2014-11-28 01:51:46 -06:00
Anis A. Hireche
18213a7fa9 missing some file 2014-11-27 20:56:25 +01:00
Anis
09b6a06bbc wrong merge fix 2014-11-27 20:56:24 +01:00
Anis A. Hireche
a954daa43f terrain_blending_opengl_port_from_lukas_code 2014-11-27 20:56:23 +01:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00
Azaezel
5d5e878129 dynamic cubemap support for tsStatics
engine: implements the capacity for tsstatic objects to allow themselves to use the reflector system in order to display runtime generated cubemaps.
script: defines a calibrated reflectordesc that reflects all object types within the space of approximately half stock veiwdistance
usage: cubeReflectorDesc = DefaultCubeDesc placed in a given object-insatnces entry that uses a material with a dynamiccubemap = true; flag.
immediate purpose: consistency of application of materials.
long term impact: tags steps required in order to associate a given runtime generated cubemap with an object-instance. in the future, this is likely to give way to an area-derived cubemap based on the accumulation volume tech developed by Andrew Mac, or a screenspace reflection.
2014-10-23 20:48:58 -05:00
unkown
c527313284 Fixed a crash when ribbons are loaded 2014-10-20 21:09:41 -06:00
Daniel Buckmaster
a8d9f6c499 Fixed Full template art a bit.
Player can now swim properly, and the physical zone elevator is a bit
more helpful (i.e. it sends you to the landing rather than leaving you
floating in midair). Fiddled some more with PostFX settings.
2014-10-06 12:58:32 +11:00
Daniel Buckmaster
e5bc07010c Fixed minor issues with Outpost level.
* Black spots caused by wrongly named images.
 * HDR settings tweaked to be a bit brighter.
2014-10-04 20:30:27 +10:00
Daniel Buckmaster
5103ba22e2 Merge pull request #807 from eightyeight/az_outpost
Added Outpost testing level by Azaezel
2014-10-03 09:34:30 +10:00
Daniel Buckmaster
599ad823b0 Added Outpost testing level by Azaezel. 2014-10-02 10:51:39 +10:00
Daniel Buckmaster
0a9b393e23 Merge pull request #775 from Azaezel/soldier_triggers
player triggers.
2014-10-02 10:22:34 +10:00
Daniel Buckmaster
2a9e6ef5e6 Renamed default ribbon datablocks. 2014-09-24 08:27:03 +10:00
LukasPJ
35f88a77b1 Script integration for Ribbons 2014-09-23 15:44:55 +02:00
Azaezel
9318f8faf3 player triggers. these are what determine the timing ffor when footprint decals and a sound are played based on material configurations during a given animation. 2014-09-05 23:10:08 -05:00
Azaezel
ae55b5f552 Adds material definitions for groundcover referencing. 2014-09-01 19:39:29 -05:00
Azaezel
10abee5e67 Fix for issue #660 with stated preferred decal. (The more complex example of the two possible.) 2014-05-19 10:18:46 -05:00
Azaezel
3fe7e55c38 assigns a texture to the player's LightPuff particle. assigns colorization and sound to stock terrain materials. for full reproduction verification, you'll find some soldier_riged.cs addTrigger entries at: http://www.garagegames.com/community/forums/viewthread/134669 (still haven't had time to revisit that and snag good looking times, but this'll leave just that for someone to knock out.) 2013-10-03 05:03:21 -05:00