Commit graph

2915 commits

Author SHA1 Message Date
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
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
Brian Roberts a71537488c
Merge pull request #301 from Areloch/AssetMaterialLookupsAndSis
Material Asset import lookups and initial re-integration of sis files.
2020-08-24 15:40:52 -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 3f676e0966 Adds sorting to the settings class so when it saves out to file, it puts them in alphabetical order which keeps things consistent. 2020-08-23 14:29:17 -05:00
Brian Roberts 93ce5d0cfa
Merge pull request #298 from Azaezel/alpha40_triggerTroubleTre
fix for trigger::testobjects vector population
2020-08-21 07:28:40 -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
AzaezelX 967841db7a fix for trigger::testobjects vector population 2020-08-17 18:06:23 -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 756f2ef680 Adds a pref to dictate if local lights can cast shadows or not. 2020-08-16 18:08:00 -05:00
Areloch b6a3fb05d9 Adds logical check to skip animated statics when baking selection to mesh. 2020-08-16 02:16:19 -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
Brian Roberts f582fa0dcd
Merge pull request #275 from Areloch/3DTextureFix
Fixes the backend logic for setting/creating 3DTextures in D3D11
2020-08-12 14:50:04 -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
Pecon 909892f40e
Change shorts to ints 2020-08-11 15:27:52 -07:00
Pecon 90dc11410b
Followup commit to switch to engine conventions 2020-08-11 15:13:56 -07:00
Brian Roberts a03e0c9284
Merge pull request #284 from Pecon/openWebBrowserLinux
Basic Platform::openWebBrowser implementation for linux
2020-08-11 15:43:08 -05:00
Pecon d3f51cf7c0
Basic Platform::openWebBrowser implementation for linux 2020-08-11 12:51:46 -07:00
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
Brian Roberts 641c75b721
Merge pull request #279 from Areloch/MoreABAndImporterFixes
More various Asset Browser and importer fixes
2020-08-08 15:12:01 -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
AzaezelX 284ad3e083 from @OTHGMars: AssetImporter type and path for material look-ups.
(and fix for pbrconfig<map> entry)
2020-08-08 00:54:06 -05:00
Areloch 45d304ee31 Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
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 186efd5c87 Fix gamepad binds on non-windows.
Removes unneeded #ifdef that was preventing gamepad binds from being found in non-windows builds.
2020-08-05 02:50:04 -04:00
Brian Roberts cc5359fdfd
Merge pull request #271 from Azaezel/alpha40_shaderGenCleanups
Alpha40 shader gen cleanups
2020-08-04 12:16:52 -05:00
Brian Roberts 237b7cdac3
Merge pull request #268 from Areloch/ObjectFadePref
Adds some console preference variables for object fade overriding on TSStatics
2020-08-03 18:14:21 -05:00
Areloch b9e16649d9 Slims down the obj size get math to just use the worldSphere radius rather than computing the bounds width to save cycles. 2020-08-03 18:12:21 -05:00
AzaezelX 3de60baf79 retool ShadowMaterialHook::_overrideFeatures so we're not including a bunch of extraneous features 2020-08-03 16:46:22 -05:00
AzaezelX ca4b77f424 give shadergen tags for the other two potential rendertargets for use down the line 2020-08-03 16:45:37 -05:00
AzaezelX 1e66b118b6 more prepass cleanup, plus skip out early on _determinefeatures for deferred if we're translucent 2020-08-03 16:45:05 -05:00
AzaezelX b81b4c61a5 clean up leftover interlaced prepass experimental code. 2020-08-03 16:44:20 -05:00
Brian Roberts 4da43119b0
Merge pull request #270 from Areloch/lightFieldsCleanup
Some cleanup and adjusting of local light fields and default settings.
2020-08-03 14:05:01 -05:00
Areloch 695ad6357f Hides some light fields for local lights that are intended for PSSM's, thus useless.
Also disables the Paraboloid shadowmap type, as it is non-functional.
Disabled light animations by default so as to not waste processing time if not needed
Sets point lights' shadow types to be cubemap by default, and lowers the overdark factor to make them look cleaner and not exacerbate aliasing.
2020-08-02 23:47:20 -05:00
Areloch 7b02d81b54 Adds preferences for limiting the maximum number of local lights, as well as distance-based fading of local lights. 2020-08-02 23:16:03 -05:00
Areloch a257dc8399 Adds some console preference variables for object fade overriding on TSStatics 2020-08-02 22:33:10 -05:00
Brian Roberts 9e792845f7
Merge pull request #262 from Azaezel/alpha40_reverbBlurb
fix reverb out of bound initializations
2020-07-30 11:49:51 -05:00
Brian Roberts 914fc3e80c
Merge pull request #263 from Azaezel/alpha40_decalDrek
crashfix: decal report when missing the DB entry was malformed
2020-07-30 11:49:37 -05:00
Brian Roberts 7575d82d90
Merge pull request #264 from Azaezel/alpha40_lightLoopiness
crashfix: `const U32 numVerts = curEntry.vertBuffer->` is invalid for vectorlights
2020-07-30 11:49:24 -05:00
Areloch fc225a7f0b Adds a default value to the lodType of the asset importer to prevent utilizing an un initialized value 2020-07-29 15:42:28 -05:00
AzaezelX 33d82ea1f6 crashfix: const U32 numVerts = curEntry.vertBuffer-> is invalid for vectorlights 2020-07-27 20:30:26 -05:00
AzaezelX 820cd5cb10 crashfix: decal report when missing the DB entry was malformed 2020-07-27 18:22:08 -05:00
AzaezelX 6b2db37f8a followup to array acess breaches: waterobject and guiparticlegraphctrl need to check >=, not just > 2020-07-27 10:45:45 -05:00
AzaezelX 1f93e362cc fix out of bound initializations 2020-07-27 10:22:39 -05:00
Areloch 7d0831143c Captures secondary window close events so secondary windows can be closed via hitting the x on the window itself. 2020-07-26 15:58:53 -05:00
Brian Roberts b2c4ff7745
Merge pull request #257 from Bloodknight/UbuntuGCC9-fixes
Fix GCC9 complaints
2020-07-26 13:09:27 -05:00