Commit graph

2157 commits

Author SHA1 Message Date
Anis A. Hireche
f701228a37 Steve Acaster's Ai Poses 2016-02-26 15:53:20 +01:00
Anis
42f7ee3930 Merge pull request #1528 from irei1as/patch-1
New script function to edit script-created decals
2016-02-26 14:57:18 +01:00
Anis
9085bb2178 Merge pull request #1529 from GarageGames/pr/1153
Asserts cleanup PR with conflicts resolved.
2016-02-26 14:49:48 +01:00
Anis A. Hireche
10cb6ab9c4 Merge remote-tracking branch 'refs/remotes/origin/development' into pr/1153 2016-02-26 14:39:38 +01:00
Azaezel
496b6a3ea8 truncation warning cleanups dx side (was also causing cornercase crashes gl side) 2016-02-26 00:21:01 -06:00
Anis
443cd2d607 Merge pull request #1231 from J0linar/platformNet_PR
+proper buffer size for udp socket
2016-02-25 18:38:47 +01:00
Anis
8f4295879d Merge pull request #1413 from Azaezel/LittleLeakLost
partial reversion for #1333
2016-02-25 18:29:50 +01:00
Anis
7418fbfbbd fixed memory leak in proper way 2016-02-25 18:26:15 +01:00
Anis
8c50cc70c3 Merge pull request #1186 from MusicMonkey5555/tcp-additions
Tcp additions
2016-02-25 16:28:34 +01:00
Anis
63e56ec666 Merge pull request #1432 from Azaezel/extract-reactive_rigids
Backend correction for the rigid vs rigid collision resolver:
2016-02-25 16:06:39 +01:00
Anis
a31dea224c Merge pull request #1525 from TheDushan/ImmutableBuffers
Added immutable vertex and index buffers.
2016-02-25 15:38:07 +01:00
Anis
740c999c19 compile fix 2016-02-25 15:26:52 +01:00
Anis
f39f7a80c8 Update gfxGLDevice.cpp 2016-02-25 15:26:25 +01:00
irei1as
988bd47d52 Visibility change as sugested by dottools 2016-02-24 09:02:07 +01:00
irei1as
c3b1aaae5a New script function to edit created decals
TorqueScript function to edit decals created with decalManagerAddDecal.
2016-02-23 17:17:54 +01:00
Azaezel
7a60056365 Merge branch 'ColorPickerAdvanced' of https://github.com/Azaezel/Torque3D into ColorPickerAdvanced 2016-02-21 16:07:51 -06:00
Anis
304c33e525 removed tabs 2016-02-21 22:55:45 +01:00
Anis
2a1f81d3aa removed tabs 2016-02-21 22:48:10 +01:00
Anis
4c0d3bbc34 removed tabs 2016-02-21 22:41:35 +01:00
Anis
8ec2e534dc removed tabs 2016-02-21 22:36:27 +01:00
Azaezel
bc433e7c30 Merge branch 'ColorPickerAdvanced' of https://github.com/Azaezel/Torque3D into ColorPickerAdvanced 2016-02-21 15:31:09 -06:00
Azaezel
ca2ffea6cd Merge branch 'development' of https://github.com/GarageGames/Torque3D into ColorPickerAdvanced 2016-02-21 15:30:54 -06:00
Anis
21b8865778 Merge pull request #1475 from Azaezel/navMess2
NavMeshUpdateAll leak suppression (not 100% preventative)
2016-02-21 22:30:12 +01:00
Azaezel
554a871df9 Merge branch 'development' into navMess2
Conflicts:
	Engine/source/navigation/navMesh.cpp
2016-02-21 15:27:12 -06:00
Anis
5c2bfbf82e Update guiColorPicker.h 2016-02-21 22:10:17 +01:00
Anis
aed2e0b5b6 Update guiColorPicker.cpp 2016-02-21 22:09:14 +01:00
Anis
494922d9ed fixed the not working text edit RGB field on color picker. 2016-02-21 18:14:41 +01:00
Anis
f38aec7891 Merge pull request #1527 from rextimmy/signed_mat_feature_fix
Fix for TerrainFeatGLSL getProcessIndex() signed mismatch
2016-02-21 17:58:35 +01:00
rextimmy
2383e8e43e Fix for TerrainFeatGLSL getProcessIndex() signed mismatch 2016-02-21 22:24:05 +10:00
Areloch
ba270868dc Merge pull request #1526 from rextimmy/signed_mat_feature_fix
Corrected signed mismatches in featureSet & shaderFeature
2016-02-21 00:23:18 -06:00
rextimmy
36daca8d8e Corrected FeatureSet::getNextFeatureIndex and ShaderFeature::getProcessIndex signed mismatch. 2016-02-21 15:10:58 +10:00
Dušan Jocić
28d303c5ea Added immutable vertex and index buffers. 2016-02-20 21:28:18 +01:00
Anis
6a2d394d90 Merge pull request #1348 from hpvb/intel-mesa-compile-fix
Fix running on Linux / Intel Mesa drivers
2016-02-20 14:50:22 +01:00
Azaezel
612d932372 Revert "Update navMesh.cpp"
This reverts commit f3ff199554.
2016-02-19 17:34:27 -06:00
Anis
5947933f99 Merge pull request #1434 from blackwc/fullscreen-cli-fix
fullscreen and windowed mode cli fix
2016-02-19 16:59:42 +01:00
Anis
cebfc81d7f Merge pull request #1496 from camporter/linux_compat_fixes
Fix case sensitivity and Platform::fileDelete
2016-02-19 16:50:27 +01:00
Anis
92e5cb3528 Merge pull request #1381 from Azaezel/debugdraw
From Dušan Jocić: additional debugdraw entries.
2016-02-19 16:29:29 +01:00
Anis
9acf487f03 Merge pull request #1332 from Azaezel/guiRelativeYresizes
initial aspect ratio maintaining relative gui scaling
2016-02-19 00:46:20 +01:00
Anis
6f47cb7dfa Update guiControl.h 2016-02-19 00:34:07 +01:00
Anis
df283a2709 Update guiTypes.cpp 2016-02-18 23:33:46 +01:00
Anis
3ca67b3148 Update guiTypes.h 2016-02-18 23:32:19 +01:00
Anis
c4590f6e3d Update guiTextEditCtrl.cpp 2016-02-18 23:30:09 +01:00
Anis
9a2a5b2a90 compile fix. 2016-02-18 16:49:06 +01:00
Anis
d08c0df85d Merge pull request #1512 from Lopuska/OpenGL_FullScreen_Clean
[OpenGL - Win32] This fix a bug during resolution change.
2016-02-18 15:26:21 +01:00
Anis
fe5bf90153 Merge pull request #1102 from Azaezel/mipmap_emission
extraneous mipmap generation prune
2016-02-17 19:02:15 +01:00
Anis
664f6c0639 Merge pull request #1518 from Azaezel/mathUtilsMangle
http://stackoverflow.com/questions/8461832/explicit-qualification-in-
2016-02-16 19:19:19 +01:00
Areloch
4ccef9acf7 Merge pull request #1517 from Azaezel/AccessGranted
Looks good.
2016-02-16 09:34:50 -06:00
Anis
09ae25a567 Merge pull request #1516 from Azaezel/vsprintf_Variant
vsprintf replacement with engine vairant
2016-02-16 14:55:47 +01:00
Azaezel
8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Azaezel
5ed06fff9d Script:
by and large, Opengl branch compatibility alterations, though do again note the inclusion of
   sampler["lightBuffer"] = "#lightinfo";
   sampler["colorBuffer"] = "#color";
   sampler["matInfoBuffer"] = "#matinfo";

and
   samplerNames[5] = "$lightBuffer";
   samplerNames[6] = "$colorBuffer";
   samplerNames[7] = "$matInfoBuffer";
entries. This is where the engine knows to pass along a given rendertarget for input into a predefined shader, as opposed to the prior phase's output to targets within procedural ones.

Shader:
the XXXLight.hlsl/glsls account for alterations in inputs, check for emissive and translucency, apply Felix's Normal Mapped Ambient. and pass the results along to  AL_DeferredOutput for final computation before returning the result.
the lighting.hlsl/.glsl consissts of removal of the overridden engine-specific phong specular variant, and defines the  AL_DeferredOutput  method, which equates to the previously used pixspecular feature defined along the lines of
http://books.google.com/books?id=GY-AAwAAQBAJ&pg=PA112&lpg=PA112&dq=blinn+phong+specular+gloss+hlsl&source=bl&ots=q9SKJkmWHB&sig=uLIHX10Zul0X0LL2ehSMq7IFBIM&hl=en&sa=X&ei=DbcsVPeWEdW1yASDy4LYDw&ved=0CB4Q6AEwAA#v=onepage&q=gloss%20&f=false

also includes visualizers

Long term impact: This area, along with the \game\shaders\common\lighting\advanced\lightingUtils.hlsl/.glsl pair will be where we plug in properly attenuated Cook-Torrence later, presuming the impact is not to hefty.
2016-02-16 02:29:54 -06:00