Areloch
48d38ca803
Merge pull request #1447 from blackwc/radioButton-image-new
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improved radio button
2015-10-27 00:26:21 -05:00
rextimmy
27720cb786
Corrected SkyBox vertex format
2015-10-26 21:08:12 +10:00
Areloch
8253bcc343
Merge pull request #1446 from rextimmy/water_vertex_format_fix
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Looks to work fine. Thanks!
2015-10-24 02:12:46 -05:00
blackwc
ea1931d215
improved radio button
2015-10-23 20:37:22 -04:00
rextimmy
9c6ff1775b
Removed unused vertex colors from GFXWaterVertex
2015-10-22 21:54:35 +10:00
Areloch
4db84b34d0
Merge pull request #1418 from JeffProgrammer/gpushader4
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Looks fine
2015-10-22 00:02:58 -05:00
Areloch
a72802b677
Merge pull request #1435 from Azaezel/glowDebugEmpty
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Looks good
2015-10-21 00:56:59 -05:00
Areloch
aba6cf2d9e
Merge pull request #1436 from Azaezel/ribbonShadersEmpty
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Agreed, it makes sense that the shaders are common, so that people can start with empty and add their own art without worrying about stuff not working as expected.
2015-10-21 00:51:22 -05:00
Areloch
f41f9fb7c8
Merge pull request #1431 from blackwc/sfxCompareProvider-fix
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Seems to work fine.
2015-10-19 22:20:18 -05:00
Areloch
0f8d4d30ab
Merge pull request #1444 from rextimmy/scattersky_fix
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Seems good
2015-10-19 19:07:25 -05:00
rextimmy
af9ad17ad6
Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky.
2015-10-19 21:15:59 +10:00
Azaezel
348a0f20d9
Looks like according to reports, they also weren't checking for physicsshapes.
2015-10-18 23:48:29 -05:00
rextimmy
246785a8bf
Removed unused vertex formats from ScatterSky
2015-10-16 21:30:39 +10:00
Areloch
a75d8fecea
Merge pull request #7 from Azaezel/taml
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transcription error was messing with addProtectedField for arrays
2015-10-14 17:29:38 -05:00
Azaezel
dd3c20ece6
transcription error was messing with addProtectedField for arrays
2015-10-14 10:11:58 -05:00
Azaezel
2753f562e8
shadow caching
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SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.
With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)
System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.
Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Areloch
1f72245772
Some cleanup and adding in the necessary changes to cmake.
2015-10-13 15:50:30 -05:00
Areloch
7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00
Azaezel
215ae1429e
ensures opengl texSpaceMat is initialized from the get-go (whines in console otherwise)
2015-10-11 22:47:33 -05:00
blackwc
ef5bdc66d3
fullscreen and windowed mode cli fix update 2
2015-10-11 02:34:21 -04:00
Azaezel
2da94ed4ee
explosion cover miscalc
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%distscale can actually end up negative. causes miscalculations for applyimpulse and the like (or even healing if you've hacked in the capacity for negative damage)
2015-10-09 17:43:00 -05:00
Azaezel
a100a00c99
missing ribbon shaders, empty template
2015-10-07 05:40:05 -05:00
Azaezel
e0c275b56b
missing empty template glow pass debug tool
2015-10-07 05:36:44 -05:00
blackwc
5239c2f183
fullscreen and windowed mode cli fix update
2015-10-07 04:56:36 -04:00
blackwc
6d6055c873
fullscreen and windowed mode cli fix
2015-10-07 03:28:48 -04:00
Azaezel
ad5a7dfe0b
The TypeCommand type brings up a full notepad-esque interface.
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http://i.imgur.com/fB44GBl.png
2015-10-06 17:00:07 -05:00
Azaezel
691a08bb33
Backend correction for the rigid vs rigid collision resolver:
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First line is to ensure similar behavior to current regarding pushback on the object doing the colliding.
Second line applies an impulse to the rigid that was collided with.
2015-10-06 15:34:26 -05:00
Areloch
51fa8a3b5b
Merge pull request #1430 from Areloch/release-3.8
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Release 3.8
2015-10-06 12:58:28 -05:00
wcb
3c252689f3
sfxCompareProvider fix for Empty template
2015-10-06 02:07:01 -04:00
wcb
183c468dda
sfxCompareProvider fix for Full template
2015-10-06 02:05:34 -04:00
Azaezel
aa6d078c40
cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key.
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(MacOSX 32 bit compatibilty errors. was generating 2k+ shader files. may also address https://github.com/GarageGames/Torque3D/issues/1219 )
2015-09-30 22:51:59 -05:00
irei1as
1733ecc315
Updated normalize()
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It seems normalize() already changes the quaternion so the asignation is not needed.
2015-09-29 16:13:01 +02:00
Areloch
2044b2691e
Merge pull request #1426 from Azaezel/KrazyKeyKompares
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backend correction for https://github.com/GarageGames/Torque3D/pull/1425
2015-09-27 17:55:21 -05:00
Areloch
f08e31346d
Merge pull request #1421 from blackwc/cmake-nmake-fix
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CMake NMake fix to place exe in game directory
2015-09-27 16:42:18 -05:00
Areloch
f6bf0282b8
Merge pull request #1423 from Areloch/SDL_menu_accelerator_fix
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SDL Menubar accelerator fix
2015-09-27 16:41:57 -05:00
Areloch
7da2d6d9d2
Merge pull request #1416 from Areloch/SDL_Inputs_Fixup
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SDL Textbox bleedthrough inputs fix
2015-09-27 16:41:48 -05:00
Areloch
9f7513dc0b
Further fixes to work around certain accelerators being missed, and additional command bleed-through.
2015-09-27 15:43:47 -05:00
Azaezel
f87f7c41b6
backend correction for https://github.com/GarageGames/Torque3D/pull/1425
2015-09-25 17:09:41 -05:00
rextimmy
f128b45170
Changed order of fmodex library unload.
2015-09-25 22:40:24 +10:00
Areloch
3d65f1f8cd
Fixes it so when using SDL, the editor menubar will correctly react to accelerator commands.
2015-09-24 22:23:26 -05:00
wcb
845ec9c452
CMake NMake fix to place exe in game directory
2015-09-23 19:46:36 -04:00
irei1as
3630f97ab1
mQuat.h change to fix QuatF::angleBetween
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The old version doesn't have that 2.0f in the return that seems to be needed.
Also added normalizing inside so it can be used for not-normalized quaternions too.
2015-09-22 19:37:42 +02:00
Jeff Hutchinson
4baf410b4f
remove GL_EXT_gpu_shader4
2015-09-22 00:57:40 -04:00
Areloch
4c13906865
Corrects input issues when typing into text fields and it bleeding through to player inputs.
2015-09-21 00:14:16 -05:00
Francisco Montañés García
a35d788fcc
Fix for Issue #1415Move::Move() is not properly initializing bool trigger[MaxTriggerKeys];
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from https://github.com/GarageGames/Torque3D/issues/1415
2015-09-20 20:44:11 +02:00
Areloch
e8d1238794
Merge pull request #1411 from Azaezel/textEditReversion
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void GuiTextEditCtrl::execConsoleCallback() reversion
2015-09-17 18:35:28 -05:00
Azaezel
27112c468a
reversion for a4c09d1680
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To be honest, can't remember how I was intending to fix that, but this one's causing it to fail to profile twice in a row, so kill it with fire.
2015-09-17 16:14:49 -05:00
Areloch
70c7a67456
Merge pull request #1409 from Azaezel/LinuxLongLoopiness
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U32 MRandomLCG::randI() was using longs
2015-09-16 21:27:56 -05:00
Areloch
0798b80371
Merge pull request #1410 from Areloch/light_anim_brightness_fix
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Light animation brightness fix
2015-09-16 21:27:44 -05:00
Areloch
5ba5092d44
Merge pull request #1402 from Azaezel/SoSensitive3
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Files caught by https://github.com/GarageGames/Torque3D/pull/1401
2015-09-16 21:27:30 -05:00