Commit graph

27 commits

Author SHA1 Message Date
AzaezelX
1b33b01eb1 add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values 2023-01-28 16:12:05 -06:00
AzaezelX
f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
AzaezelX
e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX
f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor
1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX
98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX
b73353a446 we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. 2021-07-29 11:12:07 -05:00
Areloch
5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
rextimmy
5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
Lukas
47411e2d3a Properly mark Parent class of DebugDrawer for Console hierarchy 2020-11-15 21:30:45 +01:00
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
Azaezel
d484a1a46e apply consistent colorspace to cubemaps 2018-10-17 21:04:41 -05:00
Areloch
1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
Areloch
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Azaezel
8bc4858fa3 companion to #2203: corrects a couple backend profile assignment mismatches found with @rextimmys debug spew 2018-02-13 02:51:28 -06:00
rextimmy
a2fa9838e5 DDS cubemap support 2017-07-07 15:59:02 +10:00
Areloch
25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch
121d65215e Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang. 2016-10-17 01:00:12 -05:00
James Urquhart
212ac36cc1 Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
James Urquhart
1b2abbeaaa Allow DebugDraw not to flush the draw queue 2016-09-11 22:42:42 +01:00
James Urquhart
0ac3d95cb9 Add more outline functions to DebugDraw 2016-09-11 22:42:42 +01:00
Anis
9a2a5b2a90 compile fix. 2016-02-18 16:49:06 +01:00
Azaezel
005c3c4b36 From Dušan Jocić: additional debugdraw entries. DirectionLine, OutlinedText, Capsule 2015-07-29 01:41:09 -05:00
LuisAntonRebollo
1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
Azaezel
901ceb943d deprecated functionality. T3D handles this in the reflector class. 2014-07-09 15:46:15 -05:00
LuisAntonRebollo
33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.

GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.

GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
DavidWyand-GG
7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00