Commit graph

307 commits

Author SHA1 Message Date
Areloch
498ed63f0b Merge pull request #1438 from Azaezel/rektRadius
explosion cover miscalc
2015-11-14 00:43:49 -06:00
Areloch
1a009d6dd3 Merge pull request #1443 from Areloch/TAM_Implementation
TAML, Assets and Modules implementation
2015-11-12 23:54:27 -06:00
Areloch
92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching
This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Areloch
9d726bb9ed Merge pull request #1453 from blackwc/playJournal-template-fix
playJournal fix and removed depcrecated command line options
2015-11-09 10:24:30 -06:00
Azaezel
b778121fc4 castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets. 2015-11-02 23:06:51 -06:00
Azaezel
24f7dc8314 rtparams(#) needs to match the ssaomask register 2015-11-02 23:01:43 -06:00
blackwc
ca37e9f84e fix playJournal instruction in comments 2015-10-28 22:52:16 -04:00
blackwc
bba604a043 playJournal fix and removed depcrecated command line options 2015-10-28 22:46:17 -04:00
Areloch
48d38ca803 Merge pull request #1447 from blackwc/radioButton-image-new
improved radio button
2015-10-27 00:26:21 -05:00
Areloch
8253bcc343 Merge pull request #1446 from rextimmy/water_vertex_format_fix
Looks to work fine. Thanks!
2015-10-24 02:12:46 -05:00
blackwc
ea1931d215 improved radio button 2015-10-23 20:37:22 -04:00
rextimmy
9c6ff1775b Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
Areloch
a72802b677 Merge pull request #1435 from Azaezel/glowDebugEmpty
Looks good
2015-10-21 00:56:59 -05:00
Areloch
aba6cf2d9e Merge pull request #1436 from Azaezel/ribbonShadersEmpty
Agreed, it makes sense that the shaders are common, so that people can start with empty and add their own art without worrying about stuff not working as expected.
2015-10-21 00:51:22 -05:00
Areloch
f41f9fb7c8 Merge pull request #1431 from blackwc/sfxCompareProvider-fix
Seems to work fine.
2015-10-19 22:20:18 -05:00
Azaezel
348a0f20d9 Looks like according to reports, they also weren't checking for physicsshapes. 2015-10-18 23:48:29 -05:00
rextimmy
246785a8bf Removed unused vertex formats from ScatterSky 2015-10-16 21:30:39 +10:00
Azaezel
2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Areloch
7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00
Azaezel
2da94ed4ee explosion cover miscalc
%distscale can actually end up negative. causes miscalculations for applyimpulse and the like (or even healing if you've hacked in the capacity for negative damage)
2015-10-09 17:43:00 -05:00
Azaezel
a100a00c99 missing ribbon shaders, empty template 2015-10-07 05:40:05 -05:00
Azaezel
e0c275b56b missing empty template glow pass debug tool 2015-10-07 05:36:44 -05:00
wcb
3c252689f3 sfxCompareProvider fix for Empty template 2015-10-06 02:07:01 -04:00
wcb
183c468dda sfxCompareProvider fix for Full template 2015-10-06 02:05:34 -04:00
Areloch
3d65f1f8cd Fixes it so when using SDL, the editor menubar will correctly react to accelerator commands. 2015-09-24 22:23:26 -05:00
Areloch
5ba5092d44 Merge pull request #1402 from Azaezel/SoSensitive3
Files caught by https://github.com/GarageGames/Torque3D/pull/1401
2015-09-16 21:27:30 -05:00
Areloch
dd5f910b64 Companion PR to 1398 to add the change to the Empty template as well. 2015-09-05 12:07:47 -05:00
Areloch
ec2da8c1c8 Merge pull request #1398 from Duion/patch-1 2015-09-05 00:20:29 -05:00
Areloch
5ee096de20 Added in explicit setting to vec2 in the shader functions per Az's suggestion, to avoid GLSL problems 2015-08-29 12:41:35 -05:00
Areloch
71c19a6151 Companion PR to #719
Adds the OGL side. redoing it to make sure the PR history is clean.
2015-08-28 00:27:08 -05:00
Areloch
95ab3a33a5 Merge pull request #719 from rextimmy/dxtnm-parallax-fix
Fix to allow parallax mapping with dxtnm textures via the red channel.
2015-08-27 23:59:20 -05:00
Azaezel
1107d23e23 git hates batch renames pt2 2015-08-18 06:22:57 -05:00
Azaezel
dd89f9b82a git hates batch renames pt1 2015-08-18 06:22:21 -05:00
Daniel Buckmaster
680f4442f0 Merge pull request #1399 from Areloch/PhysicsViz
Adds a debug visualization mode for the active physics world.
2015-08-15 19:51:18 +10:00
Azaezel
826be7287a case sensitivity script fixes 2015-08-14 18:00:36 -05:00
Areloch
242d317a31 Adds a debug visualization mode for the active physics world.
Allows you to see the active collision info for the physics engine.
2015-08-13 23:38:59 -05:00
Duion
03e0874f9c Update messageBox.ed.cs
Must be "Canvas" instead of "0"
2015-08-13 23:39:15 +02:00
Areloch
9782490894 Merge pull request #1388 from Areloch/SDL_Scroll_Speed_Fix
SDL mouse wheel speed fix.
2015-08-10 08:44:15 -05:00
Areloch
78e4a32ad7 Merge pull request #1387 from Areloch/SDL_MenuBar_Fixes
Fixes the menubar functionality when using SDL.
2015-08-06 18:32:11 -05:00
Azaezel
2f33de3615 case sensitivity fixe for linux 2015-08-06 04:00:56 -05:00
Areloch
8248ecdeac Looks like WHEEL_DELTA is defined for win and osx, but not linux. Retooling to utilize a $pref instead, as that will let the scroll speed be modifiable for any projects that need it. 2015-08-05 17:44:55 -05:00
Areloch
b614d87e78 Fixes the menubar functionality when using SDL.
This resolves menu order, cleanup and close/re-open issues, as well as crashes on close.

It also modifies the look slightly to look closer to the windows menubar to keep a cohesive look regardless of platform.
2015-08-04 22:57:25 -05:00
Daniel Buckmaster
b24bdfbc8b Merge pull request #1374 from Azaezel/PSSMDebugRender
"AL: PSSM Cascade Viz" tool-button
2015-07-28 14:45:50 +10:00
Azaezel
ac39253b98 "AL: PSSM Cascade Viz" tool-button
Adds a debug toggle for the script-exposed global found c152ae86f3/Engine/source/lighting/advanced/advancedLightBinManager.cpp (L168)
2015-07-27 23:00:54 -05:00
Daniel Buckmaster
8615bbf007 Merge pull request #1373 from eightyeight/ribbon-builders
Ribbons in the editors
2015-07-26 20:21:52 +10:00
Daniel Buckmaster
8030c75acf Put ribbons in the FX category so they can be created from the editor. 2015-07-25 11:50:47 +10:00
Daniel Buckmaster
b911768adc Add RibbonData::create functions to the world editor. 2015-07-25 11:44:57 +10:00
Daniel Buckmaster
8245f0a828 Merge pull request #1369 from eightyeight/fix-nans
Fix NaNs in Collada files
2015-07-24 10:39:21 +10:00
Daniel Buckmaster
d268199f4f Merge pull request #1339 from Areloch/Remove_Demo_Mode_Checks
Remove demo and trial checks
2015-07-23 20:33:31 +10:00
Daniel Buckmaster
016e0348c9 Fix NaNs in Collada files. 2015-07-23 17:20:29 +10:00