functions to look up methods and (hardcoded) variables from the classrep rather than creating an instance
this did cost us dynamic variable listing, but that's runtime assignment as-is and can likely be referenced another route in the end
Cleaned up old refs to previous unapplied changes system
Added comments to some critical functions to better explain their behavior and purpose, as well as referencing the source files for the graphic and audio options groups
Cleaned up some unneeded fields in the gui files
Fixed up querying presentation for joinServerMenu
Removed usages of background image in favor of guiProfiles for various menus
Implemented optionsMenu traversing options categories along with required keybinds
Adjusted some guiProfiles' font sizes to improve legibility on smaller displays
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
Adds ability to select an actionmap for a GuiInputCtrl which will push it onto the stack, so menus can enact an action map
Update of the MainMenuGUI to fit new style and have the logic needed for KBM and gamepad navigation
Very early wipwork of OptionsMenu overhaul for new standard
review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
Added support for .hdr format, atm just being converted to ldr after the exposure is applied.
cleanup dds file
PNG skips 16bit altogether at the moment for textureArray issues.
Generating image previews of image assets was failing
DDS remove redundant check for stream status.
STB requires the file to be free before being written to, move check to make sure we can open the path into gBitmap and remove FileStream checks from everywhere else.