Areloch
931556c3c6
Added the makeRelative call to the other openShapeAsset function to ensure it works both ways
2021-02-13 00:18:48 -06:00
Areloch
372a7887be
Fixes the constructor path compare logic in the shape editor so the lists can populate correctly.
2021-02-12 00:21:36 -06:00
Areloch
85a9a9b608
Implements shape preview caching for shape assets
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Also standardizes the loading gui overlay so it can be used to inform that the asset preview generation is happening
2021-01-27 01:54:26 -06:00
Areloch
3cb1699ed1
Fixed guiProfile references
2021-01-24 04:40:19 -06:00
Areloch
b7a2c30337
Integrates object creator logic into the AB
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Adds lookup logic to Datablock AB entries to try and find class icons for the preview
Adds 2 new datablock class create methods
2021-01-24 04:33:28 -06:00
Areloch
c051a0357c
Fixes some conversion mistakes in the scripts
2021-01-19 21:32:31 +01:00
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
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
f55e7f7a22
Terrain painter integration for height based blending
2021-01-01 21:07:12 +01:00
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
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
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
AzaezelX
48a38f61ef
Field PostEffect::isEnabled -> enabled followup
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GuiScriptNotifyCtrl::onXXX->notifyOnXXX followup
2020-11-15 21:36:02 +01:00
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
Areloch
9ca276fef0
Misc fixes to ensure that the default postFX save, load and editing process is valid
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Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
2020-11-01 15:39:30 -06:00
Areloch
f47e3f395a
Adds a sanity check so asset names cannot start with a number, which would be an invalid object name,
2020-10-25 12:26:42 -05:00
Areloch
6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
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Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00
Brian Roberts
0c29847943
Merge pull request #343 from lukaspj/feature/mesh-road-profile-editor
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Profile editor for the meshRoad object
2020-10-03 17:48:00 -05:00
Lukas Aldershaab
973fd44c6a
Profile editor for the meshRoad object
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credit to Ryan Mounts (RDM)
found originally at http://www.garagegames.com/community/forums/viewthread/105391
2020-10-04 00:19:43 +02:00
Brian Roberts
681dbe108c
Merge pull request #323 from Azaezel/alpha40_smoothToRough_clean
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shift pbrconfig to ORM in keeping with the prepoderance of industry standards
2020-10-03 11:49:10 -05:00
Brian Roberts
8fdcf2d3df
Merge pull request #332 from lukaspj/feature/add-navmesh-to-weditor
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Add NavMesh to World Editor
2020-10-03 11:35:53 -05:00
Lukas Aldershaab
1950f68769
Add NavMesh to World Editor
2020-10-03 10:22:20 +02:00
Lukas Aldershaab
dca2dc0074
Implementation of guiRenderTargetVizCtrl
2020-10-03 00:58:38 +02:00
AzaezelX
060d62d3c3
correct compositemap method of creating orm maps
2020-09-30 16:02:06 -05:00
AzaezelX
0c7811bd1a
shift pbrconfig to ORM
2020-09-30 13:51:12 -05:00