Commit graph

4926 commits

Author SHA1 Message Date
AzaezelX
022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -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
Areloch
99cee7f32a Caught the main modules up to new module script file paradigm
Have initServer only get called when a server is actually started for the first time
Added utility method callGamemodeFunction to streamline exec'ing of gamemode function calls
Added onClientConnect gamemode function, called when the client establishes the connection
Added onInitialControlSet gamemode function, called when the client actively gains control in the game, to allow gamemodes to special override GUI settings or input commands
Cleaned up init'ng of the engine so stock UI module isn't required to trip configuration of the canvas
Added fallback so if nothing set the main content control for the UI after boot, we attempt to set the defined mainMenuGUI, on the chance nothing explicitly sets it on load
2019-09-02 16:13:24 -05:00
Areloch
d720eb8ccd Makes the graphics menu in the stock UI mostly functional again
Adds sanity check to editing of gameasset script action in asset browser
Updates module template file
Updates visualizers
Fixes checking of popup menu items
Adds stub for TerrainMaterialAsset
2019-08-29 00:22:33 -05:00
Areloch
07b8619bf3 Changed findModule default version value to 1 to match default module version number
Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
2019-08-28 00:56:24 -05:00
Areloch
ca38fff31a Merge branch 'alpha40LINwork' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:10:38 -05:00
Areloch
210009e498 Merge branch 'alpha40vertcolorCorrection' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:10:25 -05:00
Areloch
6d2699cb1e Merge branch 'alpha40Terrainfix' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:09:55 -05:00
Areloch
34d370c4f5 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:09:35 -05:00
AzaezelX
4e984cfd40 from @rextimmy - linearcolor set and = operators 2019-08-22 07:03:48 -05:00
AzaezelX
ccb500f0ca leftovers from when we added explicit 16 bit greyscale texture support 2019-08-22 04:33:38 -05:00
AzaezelX
059d531b62 linux followup work by tim 2019-08-21 03:12:54 -05:00
AzaezelX
669e811cbb from @rextimmy: appends vcruntime as a release dependency when using visual studio versions exceeding mark 1920, as failure to do so was leading to Error LNK2019 unresolved external symbol memset referenced in function SDL_vsnprintf_REAL 2019-08-21 02:40:32 -05:00
Areloch
c932bda8dd Update to SDL2.0.10 2019-08-19 23:30:35 -05:00
Areloch
600859bd63 Force proper update of box probe when attenuation changes
Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00
Areloch
ab9fc302fc Added D3D error code interpreter
Added sanity check for findMatch
Finished most of asset importer logic to utilize settings system
Cleaned up code for finding associated files
Added General importer settings category and integrated logic for those settings fields
Updated logic in variableGroup to support callbacks in custom fields
Updated logic in variableInspector to better handle callbacks, as well as being able to manually update when manipulating fields
Updated scripts to utilize project settings values for playGUI and mainMenuGUI names
Improved module-oriented loading of materials
Added util function for populating custom fonts
2019-08-12 01:04:17 -05:00
AzaezelX
8bada96884 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP 2019-08-07 17:27:24 -05:00
Areloch
02262b014a Removed test lines 2019-08-07 01:28:34 -05:00
Areloch
3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
AzaezelX
99d7a7ea96 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP 2019-08-05 02:29:20 -05:00
Areloch
7c72520308 Change to main.cs so the client/server core module execs after game modules have loaded 2019-08-05 02:04:12 -05:00
AzaezelX
b3d376d085 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP 2019-08-05 01:34:23 -05:00
Areloch
1228fbcb78 Implemented initial pass at proper client/server separation handling for module initialization
Added GameModeName to Scene
Added function to get number of active scenes
Added logic to level/client loading to enact gameplay mode logic driven by either Scene's GameModeName or project setting's default game mode
Added template module.cs file for module creation and adjusted new module logic in AssetBrowser to create off template
Updated FPSGameplay code to have deathmatchGame mode work with new GameMode logic
Updated EmptyLevel scene to define deathMatchGame as gamemode
Updated FPSGameplay module script to properly client/server initialize
2019-08-04 23:21:28 -05:00
Jeff Raab
da18eaff45 Initial implementation of separated client and server create/destroy functions for module setup
Implements fix so cubemap arrays load correctly when texture resolution settings have been lowered
Begun refactor of asset import config editing/settings.
2019-08-01 01:38:36 -05:00
Areloch
bbe00a246c Some missing bits and bobs that set up AFX 2019-07-24 23:33:45 -05:00
AzaezelX
5112a98388 dx11 debugresult interpreter method (plugged into where we are finding issues with the material::mul switch on stateblocks 2019-07-22 08:39:51 -05:00
Areloch
2f68fdae5e Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP 2019-07-22 00:17:29 -05:00
Areloch
ebe2c2dead Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
AzaezelX
b6c28638b0 crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain) 2019-07-21 23:03:32 -05:00
AzaezelX
9859d9b7bc 'correct' refscale back to mismatching between forward and deferred. Because Reasons. >.> 2019-07-21 23:01:15 -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
Jeff Raab
5088197d05 Merge branch 'alpha40translucency2' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-07-16 08:34:38 -05:00
Areloch
89128ce14a Post FX script file initialization 2019-07-15 00:38:53 -05:00
Areloch
ff7e580d28 Adjusted creation of various assets to utilize template files. 2019-07-15 00:34:18 -05:00
AzaezelX
e83eabcb87 refbox calc parity, and killed off some doubled up alpha subtraction 2019-07-14 10:44:50 -05:00
AzaezelX
09c8e70e1c Merge branch 'Preview4_0' into alpha40translucency2 2019-07-11 03:45:21 -05:00
Areloch
98f50a4453 Fixed probe cubemap reindexing assignment
Fixed BRDF texture binding in forward pass so it doesn't screw with the probes or regular lighting results during bakes
Fixed early-out check on probe manager so probes can be rendered during reflect pass as well.
2019-07-10 23:41:55 -05:00
AzaezelX
bc77ff0833 Revert "Updated SDL, Bullet and OpenAL soft libs"
This reverts commit 370161cfb1.
2019-07-08 09:49:44 -05:00
AzaezelX
63be684474 Merge branch 'Preview4_0' into alpha40translucency2 2019-07-08 04:11:57 -05:00
AzaezelX
3cf332e514 logic cleanup. discount doubleups on normal generation if we've already got one calculated on out. 2019-07-07 22:52:23 -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
AzaezelX
c5d1dfb7f8 blend, don't add skylight, and take shadowmask into account for compute4lights. 2019-07-05 22:01:03 -05:00
AzaezelX
1ec9177557 augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side) 2019-07-02 19:26:20 -05:00
AzaezelX
e51726aac6 albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer) 2019-07-02 19:24:25 -05:00
AzaezelX
2a5ab66718 unused var cleanups 2019-07-02 19:22:55 -05:00
AzaezelX
679197d7ca shift ambient occlusion to the ibl terms only 2019-07-02 19:20:31 -05:00
Areloch
e87dc787ee Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
Areloch
a2aa241c92 Merge branch 'alpha40Probework' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-06-29 03:11:58 -05:00
Areloch
0eca610c50 Merge pull request #56 from Azaezel/alpha40_4_entityComponentCleanup
Alpha40 4 entity component cleanup
2019-06-29 02:43:46 -05:00
AzaezelX
4d714091b7 missed a few conversions 2019-06-28 10:56:38 -05:00