Areloch
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a71b8864cf
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Merge branch 'development' into SnapToMenu
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2019-03-31 14:32:17 -05:00 |
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Areloch
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15e50f58d6
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Merge pull request #2313 from OTHGMars/MousePos
Switches to absolute position for mouse tracking.
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2019-03-31 14:16:52 -05:00 |
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Areloch
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6daf0c8d34
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Merge pull request #2338 from Areloch/MoreMenubarFixes
Fixes some outstanding menubar problems.
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2019-03-31 12:39:31 -05:00 |
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Areloch
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67060e5c38
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Merge pull request #2340 from Areloch/popupMenuBGFix
Makes the popups correctly operate anywhere in the space of the canvas
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2019-03-31 12:36:15 -05:00 |
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Areloch
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fc93bc229c
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Merge pull request #2339 from Areloch/MountedCollisionsFix
Adds logic to temporarily disable collisions of mounted objects on Players
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2019-03-31 12:31:57 -05:00 |
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Areloch
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f71db60e78
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Merge pull request #2336 from wcbx/wcbx-cloudtexprofile
Fixes artifacts in Cloud Layer.
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2019-03-31 12:31:37 -05:00 |
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Areloch
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42d3c8b5e5
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Merge pull request #2334 from Areloch/tweakedCoreDir
Cleanup and minor tweaks to the core dir structure.
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2019-03-31 12:30:40 -05:00 |
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Areloch
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2977fc1415
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Merge pull request #2144 from RichardsGameStudio/development
Allow correct display of widescreen resolutions (16:9 and 16:10 ratio) on a 4:3 ratio display
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2019-03-31 12:22:09 -05:00 |
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Areloch
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69b7ffc3af
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Merge pull request #2335 from Azaezel/navmeshNoNo
rewrite of NavMeshUpdateAll/NavMeshUpdateAroundObject
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2019-03-31 12:20:16 -05:00 |
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Areloch
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c7b542a875
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Merge pull request #2331 from Bloodknight/PR_PlayerZRotation
Set contrsaints for Player Z rotation
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2019-03-31 03:47:41 -05:00 |
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Areloch
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f104fac305
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Merge pull request #2322 from Areloch/add3dProjectionCtrl
Adds gui3DProjectionCtrl
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2019-03-31 02:14:45 -05:00 |
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Areloch
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1ec048f41d
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Merge pull request #2220 from irei1as/development
Changes for SFXSound::setPosition(time)
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2019-03-30 18:42:19 -05:00 |
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Areloch
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2b62796525
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Merge pull request #2332 from Bloodknight/PR_DedicatedLinuxCrashFix
Fixes a crash that occurs on linux headless servers
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2019-03-30 16:41:36 -05:00 |
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Areloch
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80c036b9b0
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Merge pull request #2327 from Areloch/loadCachedDTS
Adds ability to skip loading of cached dts in enumColladaForImport
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2019-03-30 16:33:37 -05:00 |
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Areloch
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5facfe5b61
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Merge pull request #2326 from Areloch/colorblindnessVisualizers
Adds visualizers for various types of colorblindness
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2019-03-30 16:32:06 -05:00 |
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Areloch
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b445b74bb2
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Merge pull request #2325 from Areloch/fileDialogReturnBuffer
Moves the path return from fileDialog through the returnBuffer
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2019-03-30 16:31:44 -05:00 |
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Areloch
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9ae6a5bfa7
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Merge pull request #2320 from Areloch/setFieldHeight
Allows special inspectorFields to override their height
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2019-03-30 16:31:21 -05:00 |
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Areloch
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7756c4a762
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Merge pull request #2319 from Areloch/Scenes
Initial implementation of the Scene object
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2019-03-30 16:30:34 -05:00 |
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Areloch
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0f22f2b20a
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Merge pull request #2310 from Azaezel/vertColorCorrection
Vert color correction
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2019-03-30 16:30:01 -05:00 |
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Areloch
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18f4e3172e
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Merge pull request #2323 from Areloch/getFieldValueCrashfix
Sanity check for calling getFieldValue
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2019-03-30 16:07:53 -05:00 |
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Areloch
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a9707f09c3
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Merge pull request #2321 from Areloch/textApplyFocus
Updates TextEdit value when focus is lost.
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2019-03-30 16:07:18 -05:00 |
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Areloch
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40627afde8
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Merge pull request #2318 from Areloch/AssetModuleEchoTweak
Tweaks to the Asset/Module info echo behavior to spam the console less.
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2019-03-30 15:34:33 -05:00 |
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Areloch
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e7bfbe9133
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Merge pull request #2317 from Areloch/setSplitPoint
Adds ability to set the split point of a guiSplitContainer
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2019-03-30 15:33:57 -05:00 |
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Areloch
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669bfc24d8
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Merge pull request #2315 from Azaezel/wireFrameFix
corrects a parity flaw between wireframe and non wireframe box display
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2019-03-30 15:09:32 -05:00 |
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Areloch
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557ea101ec
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Update guiSplitContainer.cpp
Corrected typo.
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2019-03-30 14:40:58 -05:00 |
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Areloch
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33f8a75529
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Merge pull request #2281 from marauder2k7/OpenALDevBuildBranch
OpenALEffects
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2019-03-30 14:39:06 -05:00 |
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Azaezel
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27a97fd273
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remove struct ProbeData in favor of passing an ID along to various methods. one way to solve the 'halts for 30 seconds' compilation flaw, though can't escape the notion we're overlooking something specific to release mode, given it doesn't take nearly so long to compile the shader in debug...
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2019-03-29 15:23:52 -05:00 |
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OTHGMars
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d8bfe6073f
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Fixes a crash from importing shapes with unnamed bones.
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2019-03-29 04:02:41 -04:00 |
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OTHGMars
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7c2baf51d6
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Adds the aiProcess_FlipUVs flag setting.
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2019-03-29 03:57:36 -04:00 |
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Azaezel
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552d0e4f4b
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not even using this method
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2019-03-29 01:15:24 -05:00 |
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Azaezel
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a31c584687
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method sig cleanup
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2019-03-29 01:13:42 -05:00 |
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Azaezel
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0bc9d8023b
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typofix
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2019-03-29 00:55:42 -05:00 |
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Azaezel
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837348d92f
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-29 00:52:31 -05:00 |
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Areloch
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5a93bfd39b
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Merge pull request #42 from OTHGMars/Assimp_WIP
Node transform and vertex weight fixes.
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2019-03-28 14:25:34 -05:00 |
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OTHGMars
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71a5f9498b
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Fixes primitive assignment. AppMesh::primitives in this case is a purely collada/dts concept and is not indices or faces. Any mesh with more than 2^16 vertices should be split into multiple primitives to avoid indexing across a 16 bit boundary. Mesh division into primitives has not been implemented for assimp yet.
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2019-03-28 04:16:22 -04:00 |
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OTHGMars
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bc722a353d
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Fixes vertex weight assignments.
Adds upaxis override option to match collada importer.
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2019-03-27 12:46:43 -04:00 |
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Azaezel
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6f82b6c264
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properly determine probehits via sub-zero values form attenuation returns, skip out on blendings entirely when determining we're only applying 1 or fewer probes to a pixel. apply alpha subtraction in either case in keeping with the countdown notion.
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2019-03-27 10:25:09 -05:00 |
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Areloch
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29660ce58b
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Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
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2019-03-27 00:50:24 -05:00 |
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Azaezel
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1d36cf05b0
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cleanups and perf: only need to subtract the alpha post-blending, not pre and post, contribution>1 shouldn't happen, so max(result,0) suffices, and no need for a for-all-probes-loop if we already know ya only got one probe hitting the pixel under examination.
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2019-03-26 12:41:20 -05:00 |
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Azaezel
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5703618dc0
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shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
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2019-03-26 06:48:56 -05:00 |
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Azaezel
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903efc7cfd
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-26 01:06:59 -05:00 |
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Areloch
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e2b194182c
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Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
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2019-03-25 23:17:53 -05:00 |
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Azaezel
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fdb4c5c964
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-25 01:21:00 -05:00 |
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Areloch
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1627cbabe6
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ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
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2019-03-25 00:06:08 -05:00 |
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Azaezel
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f01c41a899
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cleanups. don't really want to be multiplying the color itsself by contribution ammount
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2019-03-24 19:28:51 -05:00 |
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Azaezel
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2c1a786e23
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Revert "refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,"
This reverts commit 466914e97f.
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2019-03-24 18:53:02 -05:00 |
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Azaezel
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52e946405b
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do not need to account for blenFacSum for output. it's a straight overwrite of results.
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2019-03-24 18:41:02 -05:00 |
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Azaezel
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3af1129e75
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refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,
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2019-03-24 18:38:34 -05:00 |
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Azaezel
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de8b267780
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was improperly accounting for attenaution. needs a reversal for atten = 0 to be full unblended application fo a given projection.
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2019-03-24 18:38:25 -05:00 |
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Azaezel
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b935b7b19f
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from tim: no need for mip for the diffuse contribution. the prefilter handles that
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2019-03-24 18:38:14 -05:00 |
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