Commit graph

179 commits

Author SHA1 Message Date
AzaezelX ba09744c6b volfog destructor safties 2025-05-25 23:04:10 -05:00
marauder2k7 7c4d41ee21 Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3 2025-04-05 15:59:02 +01:00
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00
AzaezelX 289d42cc10 flowMagnitude and ripplespeed can go negative 2025-03-26 22:12:19 -05:00
marauder2k7 0da0903599
Merge branch 'development' into imageAsset_refactor_rev3 2025-03-24 20:07:06 +00:00
AzaezelX ffe83b1d2d use the same renderpriority range across all cases 2025-03-18 01:18:37 -05:00
AzaezelX 44b0d896b8 consolidate addfieldV method contents to avoid duplication
report *what* field is an invalid console type
prune down floating point fuzzed validators to 0
default the visual fidelity to POINT_EPSILON (0.0001) rather than 1/FLT_MAX
use the bit(bitcount) macro for legibility
fix breakangle
2025-03-17 22:39:01 -05:00
AzaezelX 4b54fcbe42 conform and correct gridsize
waterblock and waterplane were using two entirely different var types. by usage, those should be natural numbers
2025-03-11 22:09:21 -05:00
AzaezelX f633ef3a3d fill in the validated variables 2025-03-09 11:53:23 -05:00
JeffR 0d338f2d51 * Update levelAsset creation so it can be flagged to be creating a subScene preemptively, improving workflow when creating a SubScene level asset 'in place' via the inspector.
* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
2025-02-05 22:51:43 -06:00
marauder2k7 4d980e5406 various cleanups and fixes
basicClouds refactored
null dereference fixes in guiMenuBar
2025-01-23 22:14:05 +00:00
marauder2k7 fa8110ce8f all DECLARE_IMAGEASSET refactored 2025-01-23 22:12:55 +00:00
marauder2k7 24b374f545 cloud layer example 2025-01-23 22:12:54 +00:00
Brian Roberts 69fa4b389f
Merge pull request #1340 from marauder2k9-torque/ImageAsset-NamedTexTarget
NamedTexTargets as ImageAssets
2024-12-23 03:12:22 -06:00
JeffR bf9692a451 Updates DecalRoad, MeshRoad and River to be able to write out via persistManager using specialityField functions, similar to ConvexShape
Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection
Update ExampleLevel in ExampleModule to have updated gamemodes field name
2024-12-15 23:48:16 -06:00
marauder2k7 f6dc694bd4 fully working 2024-12-14 01:18:46 +00:00
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX d54de2a349 fix sun corona
by locking in the material feature variation to ensure it uses vertex lighting due to colorization, as well as a few other switches, and applying an explicit vs default stateblock blend
do similar with moon so you don't have to set that to explicitly translucent either
2023-12-12 12:49:05 -06:00
marauder2k7 962a2cffa3 Update skySphere.cpp
Skysphere doesnt render behind everything. This fix sorts that out
2023-12-03 19:28:15 +00:00
AzaezelX 456334fc55 ambient scales ibl
so default to 1,1,1, not 1/3rds
2023-11-20 15:26:30 -06:00
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
AzaezelX b710a309bd asset load flow work
add reloading state to asset tracking,
convert most asset.isnull() checks on over to skipping out unless the errcode is ::Ok, or ::UsingFallback
add more errstriongcodes to hook up
skip load<type> execution if the asset loaded state is ::Ok
2023-10-08 13:19:43 -05:00
AzaezelX 0d4221fa59 uninitialized and unused value cleanups
(cherry picked from commit 1f08602cf0ad84409cd8b3520510f9c6ce7d5f9c)
2023-05-01 10:40:02 -05:00
AtomicWalrus 75625dc679 Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
2023-04-14 20:13:28 -06:00
AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
AzaezelX 41cb2e63cf remove auto-documentation experiment 2023-01-24 19:43:07 -06:00
AzaezelX ace18d0246 layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent 2023-01-24 19:30:09 -06:00
AzaezelX f07c8745b2 inspector cleanups
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
2023-01-24 17:12:23 -06:00
AzaezelX 712e7c67ff remove lighting, visibility, and probe polling features from sky objects. ensure all use isBackground 2022-12-29 14:34:10 -06:00
AzaezelX 645f88d4af emissive to recivesShadows
now we've got a glow mask and multiplier, ditch the emissive flag in favor of a proper recivesShadows
2022-12-29 13:38:30 -06:00
AzaezelX 15d5aafadb add MeshRoadEditorGui::onRoadCreation callback
use it, and the RoadEditorGui::onRoadCreation one to assign default road matrials on initial creation
2022-11-14 21:30:13 -06:00
Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
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
2022-08-30 01:29:39 -05:00
AzaezelX 66820fee90 let me underscore this is painfully incorrect and we'll want to revisit it when we have more time, but... this seems to fix mangled decal and decalroad rendering 2022-06-07 22:06:48 -05:00
marauder2k7 382ee60d86 Sky Sorting
-Change: ScatterSky is always drawn behind other sky objects (since it has sun and moon)
2022-03-08 20:18:47 +00:00
marauder2k7 bbf92846c2 Update scatterSky.cpp 2022-03-08 19:52:47 +00:00
marauder2k7 1d5a36c4c0 Spheres for Skies
-Added: SkySphere a full sphere skyBox
-Change: ScatterSky now renders a dome instead of the top face of a cubeSphere
-Change: Creator now has skySphere

TODO: Simplify sphere creation
PossibleMethod: Add the sphere creation functions to one place to be shared around.
2022-03-08 19:50:36 +00:00
JeffR 79eebdd5f3 Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. 2022-02-12 15:53:40 -06:00
AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
Jeff Hutchinson 755bbacaa0 Fix specific usage of Con::executef where it was not being assigned to a ConsoleValue before getting it's data out of it. 2021-09-24 19:32:57 -04:00
Jeff Hutchinson 6e072dbf91 Merge branch 'Preview4_0_DevHead' into tsneo 2021-08-29 22:28:42 -04:00
AzaezelX ad05a78946 sanity check nodelist presence 2021-08-29 01:11:29 -05:00
Jeff Hutchinson 717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX f185bef8a3 leverage isScriptFile
(also initialize  scattersky. mNightCubemapName = StringTable->EmptyString();)
2021-07-22 12:02:23 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Jeff Hutchinson 35500a87c6 initial port of the new interpreter 2021-03-30 19:33:19 -04:00