Commit graph

945 commits

Author SHA1 Message Date
Lukas Aldershaab
b6d7fdd7bd Fix paths in caustics shader 2020-10-05 00:51:06 +02:00
Brian Roberts
0c29847943
Merge pull request #343 from lukaspj/feature/mesh-road-profile-editor
Profile editor for the meshRoad object
2020-10-03 17:48:00 -05:00
Lukas Aldershaab
973fd44c6a Profile editor for the meshRoad object
credit to Ryan Mounts (RDM)

found originally at http://www.garagegames.com/community/forums/viewthread/105391
2020-10-04 00:19:43 +02:00
AzaezelX
a0d3f27c1a gl needs OUT_col filled out to return anything 2020-10-03 12:30:21 -05:00
Brian Roberts
681dbe108c
Merge pull request #323 from Azaezel/alpha40_smoothToRough_clean
shift pbrconfig to ORM in keeping with the prepoderance of industry standards
2020-10-03 11:49:10 -05:00
Brian Roberts
8fdcf2d3df
Merge pull request #332 from lukaspj/feature/add-navmesh-to-weditor
Add NavMesh to World Editor
2020-10-03 11:35:53 -05:00
Brian Roberts
87969e2f29
Merge pull request #336 from lukaspj/chore/remove-old-unused-files-and-xenon-reference
Remove old and not needed torqueconfig files
2020-10-03 11:35:30 -05:00
Marc Chapman
e734f878e5 Remove old and not needed torqueconfig files, also remove xenon reference in the config file 2020-10-03 11:19:59 +02:00
Lukas Aldershaab
1950f68769 Add NavMesh to World Editor 2020-10-03 10:22:20 +02:00
Lukas Aldershaab
dca2dc0074 Implementation of guiRenderTargetVizCtrl 2020-10-03 00:58:38 +02:00
AzaezelX
060d62d3c3 correct compositemap method of creating orm maps 2020-09-30 16:02:06 -05:00
AzaezelX
0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX
e93fc3ab7c shift pbrconfig to ORM in keeping with the prepoderance of industry standards
having spoken with several endusers, artists and reviewing toolchains and augments to the systems in place, we'll be shifting the smooth|ao|metalness pbrconfigmaps on over to ao|roughness|metalness maps
first up, proper brdfTexture
2020-09-30 13:44:42 -05:00
Areloch
4a8273b824 Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu 2020-09-24 22:49:05 -05:00
Areloch
26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
AzaezelX
7af0a758d1 fix chooseleveldlg 2020-09-12 15:01:01 -05:00
Areloch
a8177885e2 Fixes the glowBlur shader paths 2020-09-11 13:36:27 -05:00
Areloch
b05d5fd3bd Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0 2020-09-11 03:21:56 -05:00
Areloch
3c0c106051 Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00
Brian Roberts
c2bbab774a
Merge pull request #308 from Areloch/MiscFixes20200831
Misc fixes for Asset Browser navigation, scene asset utilization and editor settings
2020-09-10 12:55:39 -05:00
Areloch
c51adb6c1c Fixes regression of Select Asset Path selection
Fixes setting for showing core and tools dirs in Asset Browser
Fixes path for newly created PostFX, state machine and cubemap assets
Improves logic for getModuleFromAddress from asset browser directory handler
Prevents error if no field was edited in the Create New Asset window before hitting the create button
Forces acquiring newly created asset just so they can be utilized immediately
Updates PostFXAsset template files to better hook in and provide a better example of basic behaviors.
2020-09-08 01:22:57 -05:00
Areloch
0b954459a3 Added recursive scanning for utilized assets on any object within the scene, soas to catch objects in simgroups or parented
Disabled initial materialSlot fill-out until logic for looking up assetName from material list name can be done to avoid 'unable to find assetid' spam
Added function to SimGroup to easily acquire child object by index
Some minor cleanup of commented lines in asset browser
Fixed forward/backward navigation arrow behavior in asset browser
Fixed double-click navigation when the AB is in select mode
Fixed erroneous 'could not acquire asset' messages when navigating folders in AB
Added editor setting for UseGroupSnap snap option and integrated it into the UI interface
Removed some duplicate settings from the EditorSettingsWindow
2020-09-02 01:26:43 -05:00
Brian Roberts
82f7db3d48
Merge pull request #306 from Areloch/MiscFixes20200828
Misc Fixes for level saving and selecting asset paths
2020-08-30 07:24:04 -05:00
Areloch
8824ee9a2a Added autosave logic to the world editor. Via a schedule, it will autosave to tool/autosave to create a backup of the current dirty scene
Fixed RMB menu on multi select objects in the Scene Tree so it will properly display the full list of actions
Fixed up several spots of editor settings fields being incorrect copy-pastes
Integrated AssetBrowser tool into the standard initSettings hook-through for proper default settings integration
Added Editor Theme settings to the default value init'ing of the World Editor
Shifted exec of editor settings default values as part of the initial editor load to ensure that if the settings.xml is deleted, theme info reverts back to the default
Integrated Convex Editor's settings into new EditorSettings window system
Added several missing World Editor settings to Editor Settings Window
2020-08-30 04:59:26 -05:00
Areloch
f3fe2298d5 Fixes level save as logic to correctly name new level's scene object to match, and helps ensure you're editing the right scene.
Added New Folder button to Select Path window
2020-08-29 04:22:58 -05:00
Brian Roberts
8611e7090a
Merge pull request #304 from Areloch/MiscLightFixes20200828
Misc. Fixes and cleanup for lights
2020-08-28 14:59:48 -05:00
Areloch
55e24926e4 Fixes logic when opening shapeEditor with a TSStatic selected, it'll attempt to load up the shapeAsset if one is set on the static. 2020-08-28 02:49:26 -05:00
Areloch
ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -05:00
Areloch
7405453123 Fixes issue where it would try and load a SIS file even if it doesnt exist
Fixed warning about use of invalid function 'setEnabled' instead of 'setActive'
Fixed formatting of a schedule call in ExmapleGameMode
Fixed EditorOpenMission logic to correctly get and use levelAsset
Removed unneeded continues from menuInputButtons' refresh()
Updated settings.xml to have sorted order for future consistency
2020-08-26 13:40:04 -05:00
Brian Roberts
5544951b5d
Merge pull request #302 from Areloch/soundAndAnimationAssetImport
Integrates sound and shapeAnimation assets into the importer
2020-08-25 00:23:05 -05:00
Areloch
1942535923 Integrates sound and shapeAnimation assets into the importer
Added drag-n-drop spawn action for soundAssets
2020-08-24 20:24:50 -05:00
Areloch
d06c99a088 Adds function to get material definition by mapTo usage
Re-enables logic for looking up existing material(generally just for in-place autoimport) and creates the material asset off of that. Also adds logic to look up the mapTo if it exists if the material name lookup fails.
Adds initial pass at re-enabling the sis file support for shape importing. In the event the UseManualShapeConfigRules setting is disabled(which it is by default) it will try and find the matching sis file and apply the rules from that to the config. Once the processing/import is done on the shape, the cached values of the main config are restored again.
Adds initial fbx.sis file. Needs to have the fields standardized to the config names.
2020-08-24 04:41:17 -05:00
Areloch
40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
Areloch
4ffe6d2bb7 Adds a notes object that only displays in the editor, useful for when working on maps. 2020-08-17 16:41:59 -05:00
Areloch
15ec65111e Adds some additional data, namely associated file path, to some of the asset browser's previews for a few types 2020-08-16 12:09:36 -05:00
Brian Roberts
d763c6f509
Merge pull request #292 from Areloch/ABIconImageModes
Adds image variances for the menuGrid image
2020-08-16 04:26:28 -05:00
Brian Roberts
42f8a94cd6
Merge pull request #291 from Areloch/ConvexProxyMaterials
Adds in the missing materials used for the Convex Proxies for triggers, zones, etc.
2020-08-16 04:26:05 -05:00
Areloch
46f2ad04cf Adds image variances for the menuGrid image so the Asset Browser button reacts to interaction properly. 2020-08-16 03:10:39 -05:00
Areloch
ac48625919 Adds in the missing materials used for the Convex Proxies for triggers, zones, etc. 2020-08-16 02:51:34 -05:00
Areloch
667557f6b2 Standardizes the tooltip profile colors to match the rest of the themeing stuff 2020-08-16 02:37:43 -05:00
Areloch
686975c8ee shifts getImageFilename to getImagePath on ImageAsset
Adjusts references to utilize getImagePath to ensure things using the image asset gets the proper full path
Adjusts image import logic to import finding associated images
Adds logic so if a roughness map is imported, the generated material asset has the invertSmoothness flag on.
2020-08-13 01:35:24 -05:00
Areloch
69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00
Brian Roberts
d1a79ae5eb
Merge pull request #280 from Areloch/YetMoreMiscAssetFixes
Even more misc asset fixes
2020-08-09 14:09:29 -05:00
Areloch
79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00
Areloch
d01341708e Removes extra assetImportConfigs file
Fixes name handling when finding associated image files on materials
Makes parseImageSuffix return back the case-correct suffix given the image's filename
Fixes import session reset logic to not have infinite looping happen when activated if files are in the session still(used mainly when import config is changed)
Makes sure materials are not processed if they are found in the import config's ignoreMaterials list
Makes sure active import config is properly on importer when it's changed in the Import window
Tweaked asset browser folder filtering logic so it always rejects .git folders from displaying, and also made the core, tools, cache and shaderCache filtering behavior consistent
Fixed navigation of root-level folders if double-clicking on them through the main window
Ensured import session is reset after an import happens so no extra files are left over in the importer's list
2020-08-08 13:01:50 -05:00
Brian Roberts
6153d3c27b
Merge pull request #276 from OTHGMars/queueExecOrder
Queue exec order
2020-08-07 11:18:18 -05:00
OTHGMars
6534957496 registerDatablock update in-place.
Maintains load order for datablock files that are overridden by registerDatablock.
2020-08-07 05:27:36 -04:00
OTHGMars
840ad6d385 queueExec update in-place.
Maintains load order for files that are overridden by queueExec.
2020-08-07 04:40:14 -04:00
Areloch
813762c722 Separated ShapeAsset's fileName for the loose file name and the fully processed file path to avoid potential save-out problems
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.
2020-08-07 00:24:26 -05:00
OTHGMars
83e41ce188 inputTest Module Initialization
Updates module initialization to use queueExec() for consistency with the ui module. This is required so all module dependencies (gui objects and profiles) are loaded before they're referenced.
2020-08-05 03:57:29 -04:00