Adjust the scaling of the options rows to be a consistent 50/50 divide between the options name and the actual options values to make the layout and scaling consistent
Fixes key remapping behavior to work properly
Added SubHeader text gui profile that is centered
Made the remapping gui control be stylistically consistent to messageboxes
a) add more profiling for analysis
b)don't bother trying to update collision if we're set to imobility or not moving fast eough for even the contact velocity tolerance threshold to trip
c) updateforces and updateWheelParticles already trigger extendWheels(); . no need to do it a third time
Disabled Edit button on image asset field as there's no current image editor
Fixed positioning of edit buttons to align with preview
Fixed horizontal sizing for the edit control so it keeps to the width of the field
Fixed handling on the preview display so if an invalid asset is input, it clears the preview display to help indicate it's invalid
Disabled the MaterialSlot handling for TSStatics until it can be further refined
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
no point in reporting mismatched texture formats the line right before we try and convert the things and report if we couldn't
*was mostly due to excessive reports for fully compatible rgb vs rgba mixes
also supress warning for imageassets not loading a texture in nulldevice, and early out of _determineFeatures shadergen methods under the same conditions
The SDL_WINDOWEVENT_DISPLAY_CHANGED event reports an incorrect DeviceId when changed via command. The resolution sanity check that is applied when changing monitors is moved to the SDL_WINDOWEVENT_MOVED event where DeviceId is properly detected.
Adds SMAA anti aliasing
Adjusts AA option setting to properly work and facilitate SMAA
Added defaults for AA to facilitate SMAA
Updated brightness and HDR values on Example Level to comply more closely to the Editor default to give better default results
Fixed issue where ShapeEditor wasn't initialized properly when we'd open it from the Asset Browser
refactored detection of texture sizes for cubemaps
removed the assumption that if we give U32 GFXTextureManager::getTextureDownscalePower( GFXTextureProfile *profile ) no profile, it should go right ahead and downscale anyway
sniped the downscaling strings in the resulting U32 getProbeTexSize(); and void setCubeTexSize(const U32 cubemapFaceSize); until sucj time as we can properly follow up all possible combinations of shiping in one scale, and a customer choosing to use lower resolution textures as the current result is a hard shutoff entirely
addImportingAsset was improperly applying cleaning to cleanAssetName rather than leaving it as the raw origional. may or may not want a tighter target there
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field