Commit graph

218 commits

Author SHA1 Message Date
AzaezelX
7c32abd026 fix ServerPlaySound 2021-12-16 18:25:14 -06:00
AzaezelX
a76613604a augments playSoundAsset
adds hooks to the garbage collector
exposes an (optional) position.
adds a ServerPlaySound + clientCMDPlaySound command pair to trip that for all clients
2021-12-13 20:36:50 -06:00
Areloch
c6c2e9139f Cleans up some core execution behavior
Removes a duplicated material definition
Fixes up PostFX init'ing order so it inits before trying to load the prefs
Adds a skip of loading the CoreModule's materials so we don't double-execute any of them
Fixes a typo for the Vignette PostFX's name so it properly integrates
2021-12-05 11:00:02 -06:00
Areloch
a5944aff19 Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import
Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module
Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots
Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor
Updated image ref to the hudFill image asset for the console GUI
Cleaned up names for the default camera model/material
Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior
Added icons next to AB's preview slider bar for additional visual feedback of slider intent
Added missing checkbox to asset import window and cleaned up scaling behavior
Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction
Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image
Added handling for drag-n-drop import of folders of assets to AB/Asset Import
Added missing asset import config option to indicate if config supported import of sound assets
Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default
Hid the collision section of the import config editor, as those options are currently unutilized
Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name
Also added return and escape key accelerators to Create New Folder window for better UX
Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons
Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function
Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
Brian Roberts
4f04213cd9
Merge pull request #671 from Azaezel/alpha40/brdfFixes
brdf handling corrections
2021-11-14 13:46:47 -06:00
Areloch
97484247ae Fixes Settings window not being able to be brought forward over AB
Adds checkbox to mark as not showing Import Window each time
Added loaded import config to import log output
Fixed targeted material map slot field names
Added helper function for playing a sound asset via AssetId
Updated import config to have some more common suffixes
Updated editor settings to have Import Window show by default
Changed AB context menu from listing item as "Refresh Asset" to "Reload Asset" for improved clarity
Removed unneeded duplicate editor settings window script file
2021-11-14 01:26:04 -06:00
AzaezelX
72ef719c18 kill redundant clamp in forward 2021-11-13 19:18:03 -06:00
AzaezelX
b60d51969e brdf handling corrections
1-handle the brdfTexture in linear space, not srgb.
2-clamp surface.NoV across the board for consistency. (solves several new and ongoing artifacts)
2021-11-13 19:05:26 -06:00
AzaezelX
42bc6fa358 differentiate forward lit and deferred ibl vars
since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
2021-10-26 12:32:37 -05:00
Robert MacGregor
0b24c728ea * [GLSL] BugFix: Correct invalid relative include paths in lightRayOcclude.glsl. 2021-10-18 09:46:58 -04:00
AzaezelX
e2e1c491ac Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into kermithelpme 2021-10-09 11:32:13 -05:00
AzaezelX
112dafd8a8 remove basiconly from decals and decal roads. seems we fixed the bit that was causing that to not render 2021-10-09 11:31:26 -05:00
AzaezelX
23e5e891ed simplify callOnModules 2021-10-08 23:45:20 -05:00
AzaezelX
21c17d0ed1 cleanups for shadergen and the visibility feature
math fixes, feature inclusion removal. will still need to circle back on why the crosshatch.. isn't
2021-09-17 01:24:20 -05:00
Jeff Hutchinson
41bd5ef6b6 remove FMODex from Torque3D
The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00
Brian Roberts
eb7968538b
Merge pull request #564 from Azaezel/alpha40/macrocleanup
macro cleanup
2021-09-10 18:32:00 -05:00
Areloch
6487e2eede
Merge pull request #495 from JeffProgrammer/tsneo
TorqueScript Interpreter 2.0
2021-09-09 19:22:15 -05:00
AzaezelX
e4d16a8c61 (re) add collision yo noshape.dts
set all rigidshapedatas to default to noshape instead of blank to fix the lack of a basic collision mesh blocking datablock creation
2021-09-09 18:33:03 -05:00
Marc
c285813540 replace new with singletone to fix cannot re-declare object lof file spam 2021-09-08 15:18:04 +01:00
Jeff Hutchinson
485330ec7a Merge remote-tracking branch 'devhead/Preview4_0' into tsneo 2021-08-30 19:39:06 -04:00
AzaezelX
68c6b343d5 DiffuseRenderPassManager.addManager "cleanups"
adds bintypes where they're lacking, since that's an active object-type filter to avoid accidently rendering things twice. (particleBin being like glowmanager, a seperate flow, that acts up if filtered in that manner)
basiconly likewise is intended to avoid multiple-pass insertions, despite the varname.
2021-08-28 19:27:53 -05:00
Robert MacGregor
452ef71274 * BugFix: Correct $i and %i interchangeably being used in parseArgs.tscript. 2021-08-20 20:38:24 -04:00
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
47f2810e34 clients need loadModuleMaterials(); run too 2021-08-09 16:14:34 -05:00
AzaezelX
c5d0310bc3 Merge branch 'EngineAssetify' of https://github.com/Areloch/Torque3D into EngineAssetify_Followups_XML2Check
# Conflicts:
#	Engine/source/ts/tsShapeConstruct.cpp
2021-08-02 13:54:51 -05:00
Areloch
88ae8a9665 Added getShapeConstructorFilePath console function on shapeAsset
Fixed typo in import config settings for DuplicateAutoResolution
Converted TSShapeConstructor to utilize assets
Updated shape editor to work with assetified constructors
Converted guiBitmapButtonCtrl to use assets
2021-08-02 04:20:27 -05:00
AzaezelX
3fad050028 Merge branch 'Preview4_0' into EngineAssetify_Followups 2021-07-28 13:51:44 -05:00
Brian Roberts
8722d8bfd2
Merge pull request #515 from Azaezel/alpha40/moduleUnmangle
partly address #502
2021-07-28 13:31:10 -05:00
Brian Roberts
8d122bf3a6
Merge pull request #509 from Azaezel/postfxManagerManglefix
adress #508 - fix postfxmanager default initialization
2021-07-28 13:30:52 -05:00
AzaezelX
438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 2021-07-25 17:18:55 -05:00
Areloch
432d201569 Further conversions of missed file fields in core and tools
Assets created for missed objects and files
Improvements to the Project Importer to correct a number of issues, including not parsing ,'s from object names, trimming whitespace, pruning script extensions from exec invokes
2021-07-24 02:08:23 -05:00
AzaezelX
795292bed5 alter nomaterial asset to a) use an imageasset, and b) remove the .cs assumption 2021-07-22 12:21:22 -05:00
Areloch
3e131f5b8e Added changes missed via merge failures.
Removed some unused files/references that were causing errors, related to issues #502 & #512
2021-07-20 20:05:49 -05:00
AzaezelX
817f01ff92 followup: readd, and rename the module.ScriptFile entries to thier lower case 2021-07-20 12:15:05 -05:00
AzaezelX
2090d85aa3 rename core and tools modules and index files to match the directory
(ornery tool doesn't like case renames, so delete and readd)
2021-07-20 12:13:54 -05:00
AzaezelX
29286ed924 adress #508 - fix postfxmanager default initialization 2021-07-19 20:45:53 -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
AzaezelX
3c0ca5ea88 typofix in getScreenResolutionList 2021-07-09 21:17:13 -05:00
Jeff Hutchinson
acde0c3f0b Merge branch 'Preview4_0_DevHead' into tsneo
# Conflicts:
#	Engine/source/console/consoleInternal.cpp
2021-06-18 21:13:49 -04:00
OTHGMars
dd665496d1 Borderless window defaults.
Limits borderless windows to the monitor usable area on non windows platforms to prevent the window from rendering behind taskbar/title bars.
2021-05-14 03:57:00 -04:00
OTHGMars
a5c809a738 Limit fullscreen resolution to options that match the monitor aspect ratio. 2021-05-13 20:52:04 -04:00
Jeff Hutchinson
69d7a2f4a1 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Engine/source/console/test/ScriptTest.cpp
#	Engine/source/console/test/consoleTest.cpp
2021-05-06 21:08:53 -04:00
Jeff Hutchinson
6f7fdca87d lotsa fixes. 2021-05-04 21:18:15 -04:00
Brian Roberts
2a2987869b
Merge pull request #478 from Bloodknight/SDL_OpenGL_BPP_Fix
Fixes a resolution switching issue when the game uses **only** OpenGL…
2021-04-22 19:51:14 -05:00
Brian Roberts
9323bac5ea
Update Templates/BaseGame/game/core/gui/scripts/canvas.tscript
Co-authored-by: Lukas Joergensen <lpjoergensen@gmail.com>
2021-04-13 16:53:31 -05:00
Areloch
92abfb8ccf Updates the masterserver domain referenced in the default scripts, pointing it to the new torque3d master server 2021-04-08 20:32:22 -05:00
Marc
3d2f3bda64 Fixes a resolution switching issue when the game uses **only** OpenGL as the renderer
Canvas.tscript fixes provided by @OTHG_Mars
2021-03-18 21:37:36 +00:00
AzaezelX
e5bc0a6e54 reset emissive to show 0,0,0,0 for local/vector lights in a manner that doesn't cause them to black out. 2021-03-09 15:26:48 -06:00
AzaezelX
39c914101d fix emissive 2021-02-14 18:47:42 -06:00
AzaezelX
1f518499c9 typofix 2021-01-27 13:28:12 -06:00