Areloch
b01d53a825
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-11-22 21:24:59 -06:00
Areloch
6882d863ab
Adds isSRGB and invertSmoothness checkboxes to terrain material editor
...
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
2019-11-11 01:40:55 -06:00
AzaezelX
8f5b99112c
fix terrain default values when not applying a pbrConfigMap
2019-11-07 03:27:44 -06:00
Areloch
32c70c5763
Added utility methods to AssetBase:
...
getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset
Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
2019-11-07 00:42:55 -06:00
Areloch
fa9f920755
WIP of updating terrain editor to work with assets
...
Fix minor UI issues for asset browser
included folder 'asset type' script
2019-11-06 00:23:07 -06:00
AzaezelX
3b01edf3c7
leftovers from when we added explicit 16 bit greyscale texture support
2019-08-22 04:33:38 -05:00
Areloch
741fcaed5a
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
2019-05-11 21:53:08 -05:00
AzaezelX
97ec99f704
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
...
# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/lighting/lightManager.cpp
# Templates/Full/game/levels/Empty Room.mis
# Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
Areloch
1c2f90a190
Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.
2019-02-23 15:55:28 -06:00
Azaezel
8e534dd0c9
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Azaezel
15b7bf39fc
debug spew cleanup
2018-11-08 01:27:42 -06:00
Azaezel
06c894a670
Merge branch 'terrainNormalNeener' into PBR_PR
2018-11-01 14:06:00 -05:00
Brian Roberts
e434d61de3
Update terrFeatureHLSL.cpp
2018-10-29 13:22:16 -05:00
Brian Roberts
fb25d9c5a1
Update terrFeatureGLSL.cpp
2018-10-29 13:21:42 -05:00
Azaezel
fe2b3aef1a
filter out pixel shader normalmap calcs when not in deferred mode.
2018-09-26 06:49:36 -05:00
Areloch
2be32ad737
Implementation of reflection and skylight probes.
...
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
59130078e2
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
...
# Conflicts:
# Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen
323206a796
Eliminate ConsoleStaticMethod
2018-04-20 20:27:09 +02:00
Lukas Joergensen
3c99ef73a9
Eliminate DefineConsoleMethod
2018-04-17 21:01:50 +02:00
Lukas Joergensen
5bde18143f
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Areloch
037d089c4d
Merge pull request #2146 from Azaezel/specializationShenanigans
...
changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel
28e509af1a
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
...
# Conflicts:
# Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
1fc7192018
terrain file I/O and opengl rendering cleanup
2018-03-13 17:33:13 -05:00
Glenn Smith
a94587af43
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
Glenn Smith
1728fe39ad
Use strncat instead of strcat to prevent some buffer overflows
2018-03-06 00:48:44 -05:00
Marc Chapman
af62b5c0a9
Phase 2: #ifdef for Zodiacs and particles
2018-01-23 22:03:18 +00:00
Marc Chapman
1c2effd7fa
Phase 1: Add a #define test
2018-01-23 20:24:35 +00:00
Azaezel
491a7dcfdd
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
2017-12-27 22:57:47 -06:00
Areloch
35d649b57e
Merge pull request #2056 from Bloodknight/afx_merge_main
...
Afx merge main
2017-10-11 08:47:47 -05:00
Areloch
0e2ef6a889
Initial implementation of Custom Shader Features.
2017-10-05 17:04:51 -05:00
Areloch
e15c4a7e62
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
...
Fix for terrain detail color blending post-linearization
2017-08-08 23:35:24 -05:00
Marc Chapman
8a6ac1fb0f
terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain.
2017-07-26 22:10:56 +01:00
Areloch
7567ca10c3
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -05:00
Lukas Jørgensen
f3fc5b1fc0
Fix for terrain detail color blending post-linearization
2017-07-20 11:32:17 +02:00
Areloch
0801a3cca8
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
23fb9ba38b
Conflict resolution with devhead.
...
Cleaned up a few remaining d3d9 references in the cmake file.
2017-06-01 23:54:44 -05:00
Areloch
7e5e3b5105
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
9ce521d95f
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
Areloch
1bfdb41694
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
Areloch
d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
...
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.
Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.
This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
RexTimmy
d46f82ef1d
re-enable face culling for the terrain
2016-12-01 11:03:32 +10:00
Areloch
6cc7bcd2e0
Merge pull request #1805 from Azaezel/startRightEndRight
...
clang: constructor initialization order
2016-10-19 08:39:12 -05:00
Areloch
121d65215e
Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang.
2016-10-17 01:00:12 -05:00
Azaezel
fbfd3ed8ed
clang: constructor initialization order
...
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
Azaezel
598fb758f3
embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending.
2016-09-14 15:35:35 -05:00
Azaezel
a0c0f5766f
adresses #1704 : partial reversion to 3.8 specs regarding layer blending.
2016-07-29 11:26:44 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Anis
7bba3ee2de
pushed a forgotten feature on OpenGL terrrain.
...
added this: 69f2efab8f on OpenGL
2016-03-04 22:51:09 +01:00