Commit graph

54 commits

Author SHA1 Message Date
Areloch
2f69ffd2d4 Fixes issue #1277
Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)

This correctly utilizes the forest object's datafile field if it's set.
If not, it will create a new forest item with the missionPath\missionName.forest convention.

This also removes the checks for the hardcoded "theForest" forest object name, so that if it is renamed for some reason, it doesn't break.

Lastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.

This has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.
2015-04-27 21:45:57 +10:00
Miodrag Sejic
351d5f08e9 vignette_final
+added: gui slider for maximum exposure of vignetting
+changed: shaders to logical min/max floats
this pr contains the glsl shaders as well and therefore makes the
https://github.com/GarageGames/Torque3D/pull/1225 Pull Request obsolete
2015-03-07 14:03:12 +01:00
LuisAntonRebollo
aa35157eef PlatformSDL implementation. 2015-01-19 01:17:37 +01:00
Daniel Buckmaster
450a6c6c80 Merge pull request #969 from eightyeight/options-for-godrays
Added settings for god-ray PostFX.
2014-12-22 14:52:09 +11:00
Daniel Buckmaster
4af7227559 Fixed some ranges. 2014-12-21 23:20:48 +11:00
Daniel Buckmaster
154be2ae0e Merge pull request #974 from Azaezel/sound_provider_fallback_request
re-orders sound device provider wieghting
2014-12-21 19:06:06 +11:00
LuisAntonRebollo
98e3651db5 Merge pull request #940 from BeamNG/add_opengl_support
Add/Activate OpenGL render.
2014-11-30 02:48:13 +01:00
LuisAntonRebollo
ac31cf18b7 Merge pull request #611 from BeamNG/templates_shader_data_decl
Add sampler names to Templates ShaderData declarations necesary for OpenGL.
2014-11-30 02:20:24 +01:00
Azaezel
55c3717ffa re-orders sound device provider wieghting to preffer xaudio over directsound as d-sound is getting tossed soon. 2014-11-29 05:20:46 -06:00
ChelaruCatalin
cea768a3b1 Improved God Ray
Add control for the number of samples and other controls for God Rays
shader.
2014-11-29 07:53:31 +11:00
LuisAntonRebollo
dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
Daniel Buckmaster
3082bb3adc Merge pull request #884 from GarageGames/development-3.6
Version 3.6.2
2014-11-05 20:28:01 +11:00
Daniel Buckmaster
be75d5eaab Merge pull request #886 from eightyeight/fix-postfx-manager
Reduce minimum tab width in PostFX manager
2014-11-04 14:20:03 +11:00
Daniel Buckmaster
719fcd7d2d Reduce minimum tab width in PostFX manager. 2014-11-04 14:16:32 +11:00
Daniel Buckmaster
ed820f2dd4 Merge pull request #761 from J0linar/PostFx_Vignette
Added Vignette PostFx
2014-11-04 13:30:47 +11:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00
Daniel Buckmaster
b9ebe479a3 Disable all post effects by default. 2014-10-19 20:45:27 +11:00
Daniel Buckmaster
effa335c26 Merge pull request #693 from 'Azaezel/Metrics_Keybind' 2014-10-12 15:06:56 +11:00
LukasPJ
35f88a77b1 Script integration for Ribbons 2014-09-23 15:44:55 +02:00
J0linar
83c8274952 -added Vignette PostFx
-added vignette to the Full and Empty Template
-added vignette to the PostEffect Manager
-added vignette Shader and .cs File
2014-08-20 06:22:10 +02:00
Lukas Joergensen
981b37e548 Re-enable MixedParticleRendering 2014-08-08 00:34:32 +02:00
Azaezel
c514841ebb Binds the full metrics display to CTRL+F2 while in-game. Escape Closes. 2014-06-11 03:09:41 -05:00
LuisAntonRebollo
f12d8807a8 Add sampler names to ShaderData declarations necesary for OpenGL.
ShaderData changes:
* OGLVertexShaderFile/OGLPixelShaderFile not used in DX9.
* samplerNames[?] not used in DX9.
2014-04-17 11:30:54 +02:00
LuisAntonRebollo
a8462b7fc3 Case-sensitive fixes on template script files for Linux. 2014-04-13 19:50:22 +02:00
DavidWyand-GG
3baf6d83c4 Underwater Fixes
- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane.  This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence.  Moved this code to fog.cs to be
with the underwater postFX.
2013-11-04 18:41:31 -05:00
DavidWyand-GG
2077632a92 Turbulence respects side-by-side rendering
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders.  This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
thecelloman
7b77b4a377 Fixes the filepath for the managed ParticleFX data that onServerCreated() looks for. 2013-10-28 14:23:05 -04:00
DavidWyand-GG
15673810c6 Expand PostFX Viewport Options
- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -04:00
DavidWyand-GG
88f2a4d903 Viewport fix for PostFX and SSAO
- General fix for PostFX render targets to properly support the GFX
viewport setting.  This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property.  This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
2013-10-24 00:28:13 -04:00
DavidWyand-GG
85730dfb59 Oculus Rift Improvements
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader.  Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script.  Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods.  The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
Azaezel
7a6c0d524f fix for issue #365 2013-10-03 03:49:44 -05:00
cpusci
8476242bdf Update to turbulence PostFX to improve the visual effect of being underwater. 2013-07-30 07:17:53 -05:00
DavidWyand-GG
bbd4a622ea Underwater caustics default to off 2013-05-08 18:59:15 -04:00
Ron Kapaun
f01afa7e9a New PostFx (Underwater, Turbulence, and Camera Based Motion Blur) 2013-05-07 18:08:53 -04:00
thecelloman
a46c55d853 Add a default RadioControl Profile and image asset back to the Templates. 2013-05-07 14:02:43 -04:00
David Wyand
2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
thecelloman
d3d11e0a6c Remove unused and duplicate sounds. 2013-04-11 15:37:40 -04:00
DavidWyand-GG
de7a72d82a Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
David Wyand
2805ec81c8 Merge pull request #324 from DavidWyand-GG/SideBySideRendering
Side by side rendering
2013-04-09 12:43:58 -07:00
DavidWyand-GG
b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
thecelloman
67de30b0e1 Correct customProfiles.cs execution.
This removes a duplicate and erroneous attempt to load the customProfiles.cs script.  Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs
2013-04-09 06:01:53 -04:00
SilentMike
b5a6514dae Merge pull request #304 from thecelloman/moveroads
Relocate default road & path assets.
2013-04-05 09:49:04 -07:00
thecelloman
b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
thecelloman
9c0bb322cb Fix for issue #282
Material selector now renders preview thumbnails.
2013-04-04 16:08:36 -04:00
thecelloman
6f8161b098 Relocate default road & path assets. 2013-04-04 15:29:38 -04:00
SilentMike
8d0e6b8142 Merge pull request #299 from thecelloman/movelightassets
Moving the light related assets and data out of the core.
2013-04-04 11:49:24 -07:00
SilentMike
93c7e1fb73 Merge pull request #302 from thecelloman/movewater
Relocate water related assets.
2013-04-04 11:16:08 -07:00
thecelloman
6d7270c894 Relocate water related assets.
Also remove duplication, favoring DDS over other formats.
2013-04-04 14:13:46 -04:00
thecelloman
a371fc5855 Relocating sky related assets.
Also reduced duplication of the "empty" solid color sky cubemaps.
2013-04-04 10:46:28 -04:00
thecelloman
fb341fdf97 Moving the light related assets and data out of the core. 2013-04-02 19:44:31 -04:00