Commit graph

155 commits

Author SHA1 Message Date
Brian Roberts 391b656e2c
Merge pull request #894 from Areloch/SMAA_and_Misc20220916
Implements SMAA and a few unaffiliated fixes
2022-09-16 23:11:39 -05:00
Jeff Hutchinson 0e1a5d6279 Update cmake mark_advanced for sdl and libpng 2022-09-16 19:23:16 -04:00
Areloch 5e9d7d63a1 Adjusts handling for httpObject class so that if curl flag is off, files are not included and references are disabled to avoid compilation issues
Adds SMAA anti aliasing
Adjusts AA option setting to properly work and facilitate SMAA
Added defaults for AA to facilitate SMAA
Updated brightness and HDR values on Example Level to comply more closely to the Editor default to give better default results
Fixed issue where ShapeEditor wasn't initialized properly when we'd open it from the Asset Browser
2022-09-16 16:16:12 -05:00
Glenn Smith 20eb0a911a
HTTPObject with CURL 2022-09-03 00:54:26 -04:00
Areloch 04e108729e Adjusts logic for definingi TORQUE_DEBUG and TORQUE_RELEASE to be consistent across platforms 2022-08-04 14:01:54 -05:00
Robert MacGregor 161ffc62fe Merge branch 'Preview4_0' into feature-vfs-security 2022-06-13 08:05:26 -04:00
JeffR c7763fe3ec Added cleanup of exec stack for module when it's finished to avoid duplicate executions
Added proper container bracketing for the main menu buttons and made that the main navigation target
Added logic to UINav to prevent needlessly re-setting the root page if it already is the root page, which would break the navigation stack
Added logic to UINav toprevent needlessly adding duplicate pages whicn would break the navigation stack
Added logic to close the chooseLevelDlg page when the level is loaded to avoid the page being left hanging on the nav stack
Fixed assetId for no preview image fallback on the chooseLevelDlg page
Fixed display of icons in the shape editor shape helper section
Fixed name lookup on terrain material editor dialogue which would break saving of terrain materials
Disables TORQUE_SFX_DirectX which is currently not in use and nonfunctional
2022-06-02 20:17:23 -05:00
Robert MacGregor 277cdf67b0 * Feature: Initial secure VFS implementation with asset import capability. 2021-12-17 21:16:42 -05:00
Robert MacGregor 58f6431ff0 * BugFix: Correct compilation for MacOS by explicitly specifying C++11 for all libraries and C++17 for the engine itself. 2021-12-03 16:37:22 -05:00
rextimmy a0a3608c34 * Torque now requires c++17 due to new torque script code
* Minimum version of cmake is now beyond 3.6.0, no need to check for that when selecting VS_STARTUP_PROJECT
2021-12-02 20:40:15 +10:00
AzaezelX 490b8271e8 fix erroneous clipout 2021-11-25 19:51:34 -06:00
AzaezelX 1816b3ca0c modular source work
from @marauder2k7:
augments the modular inclusion of sourcefiles via confining it to /source/ directories only to prevent strays.
additionally, adds a /lib/ filter for full on library inclusion
2021-11-25 19:39:44 -06:00
Robert MacGregor ba7082bea1 * BugFix: Correct the inability to build on MacOS due to differing target names on MacOS. 2021-11-23 10:32:49 -05:00
rextimmy d58cf398a9 make use of folder properties in cmake 2021-11-22 12:30:08 +10:00
Robert MacGregor 247b12e795 * BugFix: Correct many include paths and build platformX11 on non-Apple Unix. 2021-11-14 14:45:42 -05:00
Jeff Hutchinson 3fdd7266e3 Better Architecture detection strategy if compiling on Apple Silicon 2021-11-06 22:56:05 -04:00
Robert MacGregor 6f617cace8 * BugFix: Correct compiler warnings induced by adding -msse to the compiler commandline on non-x86 devices. 2021-11-01 09:01:00 -04:00
Robert MacGregor 66cfd34b71 * [CMake] BugFix: Correctly set the description and default values of TORQUE_POSIX_PATH_CASE_INSENSITIVE and TORQUE_ZIP_PATH_CASE_INSENSITIVE. 2021-10-12 13:09:12 -04:00
Robert MacGregor 8d0128698a * [ZIPVolume] BugFix: Add the capability of resolving ZIP prefix paths with case insensitivity and a CMake option to control this behavior. 2021-10-11 19:02:58 -04:00
Robert MacGregor 497a94f884 * Adjustment: Cleanups to the case insensitivity code for POSIX systems and add case insensitivty to directory dumping code. 2021-10-11 10:24:24 -04:00
Jeff Hutchinson 41bd5ef6b6 remove FMODex from Torque3D
The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00
AzaezelX 3fad050028 Merge branch 'Preview4_0' into EngineAssetify_Followups 2021-07-28 13:51:44 -05:00
Brian Roberts 4e05c780a4
Merge pull request #506 from Azaezel/alpha40/stupidTypoTricks
adress #504 - typo leading to broken $origin reference
2021-07-28 13:31:27 -05:00
AzaezelX 3db777b0a0 adress #504 - typo leading to broken $origin reference 2021-07-19 09:41:31 -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
Areloch 83b0432283
Merge pull request #489 from Azaezel/alpha40/zipPassPunt
expose a zip file password cmake config option
2021-07-17 11:03:26 -05:00
Areloch 4d40e3cab5
Merge pull request #449 from OTHGMars/Zip_Test2
Loading from zipped game directories.
2021-07-17 11:03:19 -05:00
OTHGMars 86c302c42e Prevents overwriting existing .torsion files. 2021-06-22 06:11:01 -04:00
OTHGMars 11c258fcdb Script extension assignment.
Sets extension on installed script files.
Enables .torsion file to be reconfigured after extension change.
Prevents copy of main.tscript.in.
2021-06-22 00:48:53 -04:00
AzaezelX a34aea55f7 expose a zip file password cmake config option 2021-06-02 16:08:51 -05:00
Jeff Hutchinson 61fef8080b mend 2021-05-10 19:58:51 -04:00
Jeff Hutchinson ef34210fef Implement Unit Test Suite for TorqueScript. 2021-04-12 21:43:57 -04:00
AzaezelX 3603188b7f update openal-soft
sync point: master-ac5d40e40a0155351fe1be4aab30017b6a13a859
2021-01-26 13:01:35 -06:00
Lukas Aldershaab 9ccaa6d3ea Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
OTHGMars c77be80220 Zip usage notes and defines. 2021-01-11 05:04:36 -05:00
Areloch a1baf0e03c A correction to the cmake file so if OGL is disabled, it doesn't include the sdl platform GL file, allowing the project to compile. 2020-06-07 02:52:06 -05:00
Areloch 9b907e77ee Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX
Takes the makeFullPath in findTSShapeConstructor and turn it into a string before passing it along to the Filename to make stricter compilers happy
Removed some referenced to fields that don't exist in the current build
Removed unneeded ASM language activation for the cmake files
Adjustments to material map assembling macros to better comply to stricter compilers
2020-05-13 02:10:11 -05:00
Areloch e885722093 Removed erroneous lib reference 2020-02-04 02:10:39 -06:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
Areloch a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes
added dynamic reload on editor profiles when the theme is changed via editor
Adjusted direct filename fields to just be hidden, not disabled(avoids breaking legacy content)
Added ability to update asset references in a given folder path
Added WIP ability to scan for and update module dependencies
2019-12-08 15:54:37 -06:00
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
Areloch e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00
Areloch 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows
ForcedMaterialMeshMgr tweaked to allow proper setting of override material
Ongoing WIP of update/fixing of options menus
WIP of expanded visualizers, including material complexity viz
Adds no-pie flag when compiling on linux with non-clang compilers
2019-09-06 00:00:17 -05:00
Jeff Raab 38b0d0f1fe Updates names of probe forward shader consts to be consistent with shadergen, allowing proper data throughput 2019-07-16 09:34:31 -05:00
AzaezelX bc77ff0833 Revert "Updated SDL, Bullet and OpenAL soft libs"
This reverts commit 370161cfb1.
2019-07-08 09:49:44 -05:00
Areloch f8750dd8ed Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00
Areloch d9f80140f1 Include materialball shape asset info
Includes spectatorGameplay by default for streamline testing for now
Adds in reparentItem for GuiTreeViewCtrl
Added gitignore to shaderCache/.gitignore
Fixed material asset import logic to properly parent included images to the material
Includes D3D_Compiler47.dll for dependency compliance, and modified cmake file to not install said dll if not using D3D11 API
2019-05-25 03:37:18 -05:00
AzaezelX 4ee8df8863 windows and linux AL_ALEXT_PROTOTYPES blocks, as well as exposed the defining of it cmake side for the adventurous (windows and linux on by default, mac off till we sort why dylibs are freaking out) 2019-05-24 14:12:04 -05:00
Brian Roberts 518cd593b2 revert to using the stock mac framework, and encapsulate nonstandard openal extensions usage under a set of #if defined(AL_ALEXT_PROTOTYPES) blocks 2019-05-24 11:11:09 -05:00