Commit graph

3045 commits

Author SHA1 Message Date
Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 2020-10-04 00:00:01 +02:00
Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
AzaezelX e88b7a0783 minor cleanups:
clean up mismatched  PROFILE_START+PROFILE_END() that was in/out of the mip packign for loop on the gl side, leaving just the self-cleaning PROFILE_SCOPE(GFXGLTextureObject_copyToBmp); similar to the dx11 side
   void GuiGameListMenuCtrl::removeRow(const S32& row); (the GuiGameListMenuCtrl:: bit in the class iteslf is redundant and making linux unhappy)
2020-09-26 22:43:26 -05:00
AzaezelX 1d71ee70e8 memleak fix 2020-09-25 12:25:35 -05:00
Brian Roberts add299e1b8
Merge pull request #316 from Areloch/UpdatedWindowsSettingsOptions
Updated version of OTHGMars' updated window and resolution options modes.
2020-09-20 16:02:35 -05:00
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
Areloch 350d3e6702 Fixes 2 minor mistake corrections 2020-09-20 01:19:08 -05:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
Areloch 8fbad31b43 Fixes the hook-ins so when a shape asset is changed, tsstatics now are correctly triggered for a reload 2020-09-13 17:57:19 -05:00
Brian Roberts 721320b612
Merge pull request #312 from Areloch/PostFXReorgAndUpdate
Reorgs the layout and editing of PostFX with some supplemental level save/load changes
2020-09-11 15:51:36 -05:00
Areloch b05d5fd3bd Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0 2020-09-11 03:21:56 -05:00
Areloch 3c0c106051 Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00
Areloch 5289fdf7f1 Re-implements the dynamic cubemap mode option for reflection probes 2020-09-11 02:13:05 -05:00
Areloch c5bccd8ff4 Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
2020-09-08 01:04:41 -05:00
Areloch 0b954459a3 Added recursive scanning for utilized assets on any object within the scene, soas to catch objects in simgroups or parented
Disabled initial materialSlot fill-out until logic for looking up assetName from material list name can be done to avoid 'unable to find assetid' spam
Added function to SimGroup to easily acquire child object by index
Some minor cleanup of commented lines in asset browser
Fixed forward/backward navigation arrow behavior in asset browser
Fixed double-click navigation when the AB is in select mode
Fixed erroneous 'could not acquire asset' messages when navigating folders in AB
Added editor setting for UseGroupSnap snap option and integrated it into the UI interface
Removed some duplicate settings from the EditorSettingsWindow
2020-09-02 01:26:43 -05:00
Areloch ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -05:00
Areloch 7405453123 Fixes issue where it would try and load a SIS file even if it doesnt exist
Fixed warning about use of invalid function 'setEnabled' instead of 'setActive'
Fixed formatting of a schedule call in ExmapleGameMode
Fixed EditorOpenMission logic to correctly get and use levelAsset
Removed unneeded continues from menuInputButtons' refresh()
Updated settings.xml to have sorted order for future consistency
2020-08-26 13:40:04 -05:00
Brian Roberts 5544951b5d
Merge pull request #302 from Areloch/soundAndAnimationAssetImport
Integrates sound and shapeAnimation assets into the importer
2020-08-25 00:23:05 -05:00
Areloch 1942535923 Integrates sound and shapeAnimation assets into the importer
Added drag-n-drop spawn action for soundAssets
2020-08-24 20:24:50 -05:00
Brian Roberts a71537488c
Merge pull request #301 from Areloch/AssetMaterialLookupsAndSis
Material Asset import lookups and initial re-integration of sis files.
2020-08-24 15:40:52 -05:00
Areloch d06c99a088 Adds function to get material definition by mapTo usage
Re-enables logic for looking up existing material(generally just for in-place autoimport) and creates the material asset off of that. Also adds logic to look up the mapTo if it exists if the material name lookup fails.
Adds initial pass at re-enabling the sis file support for shape importing. In the event the UseManualShapeConfigRules setting is disabled(which it is by default) it will try and find the matching sis file and apply the rules from that to the config. Once the processing/import is done on the shape, the cached values of the main config are restored again.
Adds initial fbx.sis file. Needs to have the fields standardized to the config names.
2020-08-24 04:41:17 -05:00
Areloch 3f676e0966 Adds sorting to the settings class so when it saves out to file, it puts them in alphabetical order which keeps things consistent. 2020-08-23 14:29:17 -05:00
Brian Roberts 93ce5d0cfa
Merge pull request #298 from Azaezel/alpha40_triggerTroubleTre
fix for trigger::testobjects vector population
2020-08-21 07:28:40 -05:00
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
AzaezelX 967841db7a fix for trigger::testobjects vector population 2020-08-17 18:06:23 -05:00
Areloch 4ffe6d2bb7 Adds a notes object that only displays in the editor, useful for when working on maps. 2020-08-17 16:41:59 -05:00
Areloch 756f2ef680 Adds a pref to dictate if local lights can cast shadows or not. 2020-08-16 18:08:00 -05:00
Areloch b6a3fb05d9 Adds logical check to skip animated statics when baking selection to mesh. 2020-08-16 02:16:19 -05:00
Areloch 686975c8ee shifts getImageFilename to getImagePath on ImageAsset
Adjusts references to utilize getImagePath to ensure things using the image asset gets the proper full path
Adjusts image import logic to import finding associated images
Adds logic so if a roughness map is imported, the generated material asset has the invertSmoothness flag on.
2020-08-13 01:35:24 -05:00
Brian Roberts 8d3071fb72
Merge pull request #286 from Areloch/SDLUpdate2012
Updates SDL to 2.0.12
2020-08-12 15:35:08 -05:00
Brian Roberts f582fa0dcd
Merge pull request #275 from Areloch/3DTextureFix
Fixes the backend logic for setting/creating 3DTextures in D3D11
2020-08-12 14:50:04 -05:00
Areloch bf8455469f from @rextimmy: appends vcruntime as a release dependency when using visual studio versions exceeding mark 1920, as failure to do so was leading to Error LNK2019 unresolved external symbol memset referenced in function SDL_vsnprintf_REAL
Ported up for the 2.0.12 version
2020-08-12 13:28:31 -05:00
Areloch 69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00
Areloch a526029f2f Updates SDL to 2.0.12 2020-08-12 11:56:18 -05:00
Pecon 909892f40e
Change shorts to ints 2020-08-11 15:27:52 -07:00
Pecon 90dc11410b
Followup commit to switch to engine conventions 2020-08-11 15:13:56 -07:00
Brian Roberts a03e0c9284
Merge pull request #284 from Pecon/openWebBrowserLinux
Basic Platform::openWebBrowser implementation for linux
2020-08-11 15:43:08 -05:00
Pecon d3f51cf7c0
Basic Platform::openWebBrowser implementation for linux 2020-08-11 12:51:46 -07:00
Brian Roberts d1a79ae5eb
Merge pull request #280 from Areloch/YetMoreMiscAssetFixes
Even more misc asset fixes
2020-08-09 14:09:29 -05:00
Areloch 79ecc2f4a0 Updates the rest of the asset types to utilize separate expanded path variables to avoid breaking assetDef saving
Fixes select mode for the Asset Browser to properly filter to the selecting type
Fixes the imageType in the asset import window inspector to properly set to the importing image asset's discovered type if valid
Fixes AssetBrowser asset selection return so it returns back a valid assetId
Fixes TerrainMaterial save crash by ensuring we fill in the diffuseMapAsset
Removes saving of TerrainMaterial being saved to a generic script file if one isn't found for an existing TerrainMaterialAssets
2020-08-09 01:32:27 -05:00
Brian Roberts 641c75b721
Merge pull request #279 from Areloch/MoreABAndImporterFixes
More various Asset Browser and importer fixes
2020-08-08 15:12:01 -05:00
Areloch d01341708e Removes extra assetImportConfigs file
Fixes name handling when finding associated image files on materials
Makes parseImageSuffix return back the case-correct suffix given the image's filename
Fixes import session reset logic to not have infinite looping happen when activated if files are in the session still(used mainly when import config is changed)
Makes sure materials are not processed if they are found in the import config's ignoreMaterials list
Makes sure active import config is properly on importer when it's changed in the Import window
Tweaked asset browser folder filtering logic so it always rejects .git folders from displaying, and also made the core, tools, cache and shaderCache filtering behavior consistent
Fixed navigation of root-level folders if double-clicking on them through the main window
Ensured import session is reset after an import happens so no extra files are left over in the importer's list
2020-08-08 13:01:50 -05:00
AzaezelX 284ad3e083 from @OTHGMars: AssetImporter type and path for material look-ups.
(and fix for pbrconfig<map> entry)
2020-08-08 00:54:06 -05:00
Areloch 45d304ee31 Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
Areloch 813762c722 Separated ShapeAsset's fileName for the loose file name and the fully processed file path to avoid potential save-out problems
Fixed autoAssetImport so it properly cleared any prior import session objects
Added beginning and ending comment line signfiers to make import logging easier to spot in console
Fixed variable used when doing the actual import on assets where it would use the top-level asset import objects and not the children array, causing a crash
Fixed the Make Selected A Mesh logic to work with the creation of a new shapeAsset
Added secondary handling to generate a prefab of the original selection for preservation purposes
Added optional input for makeSelectedPrefab to not delete the original selection(useful for the preservational prefab mentioned above)
Adjusted font color for NA text edit fields to make it more legible
Changed the non-working reloadDatabase button in assetBrowser to instead open the Asset Editing editor settings page.
2020-08-07 00:24:26 -05:00
OTHGMars 186efd5c87 Fix gamepad binds on non-windows.
Removes unneeded #ifdef that was preventing gamepad binds from being found in non-windows builds.
2020-08-05 02:50:04 -04:00
Brian Roberts cc5359fdfd
Merge pull request #271 from Azaezel/alpha40_shaderGenCleanups
Alpha40 shader gen cleanups
2020-08-04 12:16:52 -05:00
Brian Roberts 237b7cdac3
Merge pull request #268 from Areloch/ObjectFadePref
Adds some console preference variables for object fade overriding on TSStatics
2020-08-03 18:14:21 -05:00
Areloch b9e16649d9 Slims down the obj size get math to just use the worldSphere radius rather than computing the bounds width to save cycles. 2020-08-03 18:12:21 -05:00
AzaezelX 3de60baf79 retool ShadowMaterialHook::_overrideFeatures so we're not including a bunch of extraneous features 2020-08-03 16:46:22 -05:00