Brian Roberts
2ba8ccd333
Merge pull request #436 from Areloch/AssetificationPass01
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Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
2021-01-05 02:23:24 -06:00
Brian Roberts
27641b16ca
Merge pull request #424 from lukaspj/feature/new-terrain-blending
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Height based terrain texture blending
2021-01-04 05:36:50 -06:00
Lukas Aldershaab
7ffe0f3c80
Fix default values for texture formats in UI
2021-01-04 11:48:00 +01:00
Lukas Aldershaab
88bdb594aa
Set default terrain texture format
2021-01-04 10:26:08 +01:00
Areloch
bf5b26f734
Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
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Creates a networked and non-networked variant of DECLARE_MATERIALASSET macro
2021-01-03 08:58:53 -06:00
Lukas Aldershaab
60a10f4334
Add global blendDepth slider and update default blendDepth for mats
2021-01-03 01:26:19 +01:00
Lukas Aldershaab
db496fa0c4
Make terrain texture settings global, add dialog to painter
2021-01-03 00:50:42 +01:00
Areloch
07336d258d
Adjusts handling of C++ asset types by sidestepping the asset definition(as the C++ files don't directly interface with the engine at runtime anyways, so it's unneeded)
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Also adds a few additional C++ template files to work with
2021-01-02 01:58:15 -06:00
Lukas Aldershaab
1ffec9ab56
Add blend contrast slider
2021-01-02 03:20:18 +01:00
Lukas Aldershaab
6f23dd191d
Update core shader libraries to support texture arrays
2021-01-02 03:19:51 +01:00
Lukas Aldershaab
f55e7f7a22
Terrain painter integration for height based blending
2021-01-01 21:07:12 +01:00
Brian Roberts
578846ab6f
Merge pull request #428 from Areloch/ConsolidatedTerrainCreation
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Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
2020-12-29 01:29:34 -06:00
Brian Roberts
1fbf46fa90
Merge pull request #425 from Areloch/MaterialMacroMagic
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Initial pass at implementing MaterialAsset macromagic utility functions
2020-12-29 00:40:46 -06:00
Areloch
d19cbd334b
Fixed wrong field name on groundPlane in ExampleLevel
2020-12-29 00:37:40 -06:00
Areloch
f7ce1efd62
Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
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Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
2020-12-28 23:43:56 -06:00
Areloch
baeabb4a51
Merge pull request #413 from Azaezel/alpha40_ServerAssetValidator
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add validation flagging for server objects
2020-12-28 00:14:46 -06:00
Brian Roberts
52ecd8bb0f
Merge pull request #395 from Areloch/MarkActiveScene
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WIP of marking active scene in the scenetree
2020-12-19 02:35:58 -06:00
Brian Roberts
7dc6fc8abf
Merge pull request #415 from Areloch/GroundPlaneAssetify
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Converts GroundPlane to utilize assets
2020-12-19 02:35:32 -06:00
Areloch
fb5195dd44
Corrects groundplane assigned material in the example and editor levels
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Assetifies GroundPlane's handling of it's material field
2020-12-19 01:43:52 -06:00
Areloch
3821ddd15a
Merge branch 'GroundPlaneAssetify' of https://github.com/Areloch/Torque3D into Preview4_0
2020-12-18 14:12:54 -06:00
Areloch
8f60d03830
Adjusts Asset Importer logic when looking up and saving out a newly created ShapeConstructor so that it doesn't duplicate a definition it one already exists.
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Adds _ORM and -ORM suffixes for PBR-ORM map import rule
Tweaks naming convention for IgnoreNode/Meshes and ImportNode/Meshes to be clearer via the prefix 'Always'
Fixes a token typo in suffix parsing, and adds \t to token deliniation for all suffix parsing to asset importer
2020-12-18 00:55:01 -06:00
AzaezelX
6408297eb9
add validation flagging for server objects
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sets up a generic `ServerAssetValidator` PersistenceManager onServerCreated and saves anything marked dirty after processing. demonstrates looking that up and setting something dirty via shapebase::preload asset tagging
2020-12-16 21:31:54 -06:00
Areloch
334cd1d205
Adds function to better report active device type from GFXDevice
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Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
Brian Roberts
9be3151cb0
Merge pull request #400 from Areloch/PostFXEdFix
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Fixes logic that checks if a postFX was enabled so the PostFX Editor works properly
2020-12-07 14:04:09 -06:00
Areloch
d25e9d64dc
Fixes logic that checks if a postFX was enabled so the PostFX Editor works properly
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Corrected the enabled variable hook-in for the SSAOPostFX
2020-12-07 00:00:53 -06:00
Areloch
b0f977b810
Fixes opening of Gui Asset from AB so it correctly opens the GUI editor, making the toolbar appear
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Fixes typo'd name for material-editor menubar image
Adds probe menubar images
Adds setting menubar images
Adds probe and settings buttons to menubar
Removes unneeded tab from class visibility window popup
2020-12-06 08:48:35 -06:00
Areloch
7b6ee8a453
Adds handling so the pause menu has a button to exit the editor as a quick shortcut
2020-12-03 19:58:51 -06:00
Brian Roberts
6b58d4b8ca
Merge pull request #388 from Azaezel/alpha40_objectEditorAssetRef
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hooks up shapebase children breadcrumb
2020-12-03 13:49:30 -06:00
Brian Roberts
6779e486dc
Merge pull request #394 from Areloch/DragNDropFixes
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Fixes Datablock and Prefab DragnDrop behavior with the AB
2020-12-03 12:45:09 -06:00
Brian Roberts
217b691f4e
Merge pull request #393 from Areloch/DeleteModuleAction
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Adds ability to delete a module
2020-12-03 12:44:55 -06:00
Areloch
27cf3466c3
WIP of marking active scene in the scenetree
2020-12-03 00:31:23 -06:00
Areloch
a43abffed2
Fixes Datablock and Prefab DragnDrop behavior with the AB
2020-12-03 00:19:16 -06:00
Areloch
941cfb6d40
Adds ability to delete a module
2020-12-03 00:15:24 -06:00
Areloch
2ce48d0e6f
Cleanup of some log errors and spam with assets
2020-12-03 00:11:35 -06:00
AzaezelX
6f23eed8e0
hooks up shapebase children breadcrumb
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(lets you select an object-instance in game and review it via the shape editor)
TODO: hutn why lists aren't propagating
2020-12-01 13:36:32 -06:00
Brian Roberts
6441ecd941
Merge pull request #317 from Areloch/ShapeBaseDataAssetify
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Implements hook-look-up logic for shape assets to ShapeBaseData including autoimport handling
2020-11-27 18:04:16 -06:00
Areloch
bca972ae24
Adds a flag to the guiGameListMenuCtrl to allow consuming of key input events. This allows for overriding other active keybinds that may be in play when a menu is active.
2020-11-21 02:35:05 -06:00
AzaezelX
1e107ceb94
Merge branch 'Preview4_0' into alpha40_lightreview
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# Conflicts:
# Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl
2020-11-16 04:23:00 -06:00
AzaezelX
70358d0dbc
yet more PostEffect::isEnabled -> enabled that somehow slipped through the search filter
2020-11-15 21:36:11 +01:00
AzaezelX
48a38f61ef
Field PostEffect::isEnabled -> enabled followup
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GuiScriptNotifyCtrl::onXXX->notifyOnXXX followup
2020-11-15 21:36:02 +01:00
AzaezelX
6ee6d7c717
Field PostEffect::isEnabled -> enabled followup
2020-11-15 21:35:51 +01:00
AzaezelX
39574e7fee
clamp factor entriely for getXXXLight calcs, and take metalness into account for reducing direct light diffusion imact (while this seems to make it match the tooling, I can't say I've seen this exact approach used, so might want to re-review the methodology)
2020-11-13 15:24:12 -06:00
AzaezelX
c0b6007b9f
undefined preprocessors on some machines eval to true. given this is purely a bool anyway, might as well stick to ifdef
2020-11-13 15:19:50 -06:00
AzaezelX
2d18d5b280
clamp borghtpass filter return values to smooth out bloom
2020-11-13 15:18:20 -06:00
Brian Roberts
f5f0eb2bb4
Merge pull request #378 from Azaezel/alpha40MacCompilePreprocessor
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shader preprocessor fixes
2020-11-11 12:20:33 -06:00
AzaezelX
d76a76a1c4
shader preprocessor fixes
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some hardware/apis do not evalueate 'not defined' as '0', so always ensure there's *some* value when doing macro value comparisons
2020-11-10 13:57:26 -06:00
AzaezelX
eb365fc866
be sure to executte defaults prior to clientprefs to ensure nothing gets missed
2020-11-04 16:31:17 -06:00
Brian Roberts
e3b8c7b001
Merge pull request #373 from Azaezel/alpha40_HDRfixes
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get gl side HDR compiling, attempt clamp to keep bloom in range
2020-11-03 21:28:19 -06:00
Areloch
388a700a53
Implements material asset handling for GroundPlane object
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Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
2020-11-01 23:32:34 -06:00
AzaezelX
be8988b1a3
remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues
2020-11-01 20:19:49 -06:00