Commit graph

33 commits

Author SHA1 Message Date
Areloch
188d4dc46e Update the editor template level with a clearer name and description. 2018-01-28 15:24:16 -06:00
Areloch
8f5da077c4 Update gui editor to utilize new findMenu command for menubars rather than assuming menu names. 2018-01-28 15:23:46 -06:00
Areloch
78f79abaa1 Tweaks to the GuiMenuBarProfile to have correct coloration and borders.
Also added a new Centered Text Edit gui profile.
2018-01-28 15:22:42 -06:00
Areloch
db0360cf48 Modifies the chooslLevelDlg in the UI module to utilize LevelAssets for the non editor template level selection. 2018-01-28 15:21:03 -06:00
Areloch
649aed23ac Fixes server prefs to be force-loaded from defaults first before loading local prefs to avoid bad config files breaking everything.
Also added error message in the even of unexpected failure to connect to local servers that normal errors don't catch(and returns to the main menu in this case)
2018-01-28 15:19:36 -06:00
Areloch
fd1537adec Added helper functions for managing Game Objects 2018-01-28 15:18:05 -06:00
Areloch
8eb442490a Updates to component classes -
Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00
Areloch
4341428d53 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Areloch
2d05d9dd70
Merge pull request #2118 from Areloch/MenuAndPopups
Refactors the Popup menus and GuiMenuBars
2018-01-27 18:41:00 -06:00
Areloch
c74a7b1bc2 Fixes the inspector/component editor to display the components attached to an entity correctly in the inspector. 2017-12-03 01:21:30 -06:00
Justin Knight
38a10e032b Fix forest editor failing to load forest because of space after object ID 2017-11-14 11:57:13 +00:00
Areloch
253dd02096 Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
Areloch
df9deea1a8 Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
Johxz
db41c6ef2e add nav path from inside of editor 2017-08-15 22:41:36 -05:00
Areloch
ea6a04e478 Merge pull request #2037 from Areloch/BaseGameToDate
Base game to date
2017-07-09 03:44:56 -05:00
Areloch
4da27f16b9 Merge pull request #2025 from John3/fixWarnMat
Fix load texture warnmat
2017-07-09 03:10:42 -05:00
Areloch
2c1183f5c1 * Intel GL Fix 2017-07-08 02:56:50 -05:00
Areloch
ebe541924f * 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 2017-07-08 02:56:09 -05:00
Areloch
bc0680e630 * Removes Direct3D9 functionality. 2017-07-07 03:13:43 -05:00
Johxz
e25aa43e91 node filter for shape editor 2017-06-23 21:35:05 -05:00
Johxz
aebbd7c53e Fix unable to load texture warnmat 2017-06-23 21:13:30 -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
513789c2c7 Merge pull request #1961 from Azaezel/snapwork
[augs]Snapwork
2017-04-08 17:40:46 -05:00
Areloch
c74242309a Additional cleanup and add-in of files that were missed. 2017-03-27 00:36:23 -05:00
Areloch
ea595143e8 Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Azaezel
e5a1e6a2a6 basegame script update for snapwork 2017-03-05 23:07:02 -06:00
Areloch
26281194d8 Added the data/shaderCache dir for procedural shader files to generate into as well. 2017-03-05 01:26:33 -06:00
Areloch
3d97684fca Fixed up the GL side, and tweaked some shader pathing to not cause issues with the new common shader placement. 2017-03-05 01:19:21 -06:00
Areloch
cb472bd51d Tweaked the no-levels-found popup messagebox to properly call the returnTo functionality to bump back to the appropriate originator gui. 2017-03-01 00:46:39 -06:00
Areloch
bdc034f0b8 Missed adding the postFXInit call to the main.cs.in file. 2017-02-27 23:02:33 -06:00
Areloch
e94287f1a2 Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch
6f09e8e3e7 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
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