Commit graph

750 commits

Author SHA1 Message Date
Brian Roberts
67dbe4dfe2
Merge pull request #229 from Areloch/TerrainAssetFixup
Reworks the terrain loader code to work with the assets.
2020-07-10 17:30:27 -05:00
Brian Roberts
ef6137ac6f
Merge pull request #242 from Azaezel/alpha40_stuckSpots
from practicing: aiplayer onstuck correction
2020-07-10 17:28:29 -05:00
AzaezelX
b8c3b515f8 from @practicing01: trigger mounting 2020-07-10 15:50:25 -05:00
AzaezelX
1619b7cd23 from practicing: aiplayer onstuck correction 2020-07-10 12:15:46 -05:00
AzaezelX
61db21aaaf comparison flaw in spotlight animation check. also, proper location of shadercache dir 2020-07-07 16:54:25 -05:00
AzaezelX
fcffca65e6 #include "console/typeValidators.h" 2020-07-03 22:58:27 -05:00
Areloch
7b1c083839 Adjusts importer logic of assets to fill spaces in the names as underscores to avoid issues. 2020-06-26 23:28:53 -05:00
Brian Roberts
bac3146054
Merge pull request #215 from Azaezel/alpha40_trigger_tricks
fixes for trigger onenter/onleave
2020-06-26 20:48:27 -05:00
Areloch
41277fe3b8 Fixes a mistake with setting the looseFilePath for the auto-created terrain asset. 2020-06-26 00:05:14 -05:00
Areloch
4ce558f042 Reworks the terrain loader code to work with the assets.
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
2020-06-25 23:33:01 -05:00
Brian Roberts
f6cedc8043
Merge pull request #210 from Azaezel/alpha40_spotlightBoundsFix
adress #162 based on work by Chad Hall
2020-06-20 05:29:47 -05:00
Brian Roberts
2ef6008212
Merge pull request #216 from Azaezel/alpha40_groundcover_tricks
groundcover requested augs
2020-06-19 18:37:40 -05:00
AzaezelX
7c9d2f3ca2 groundcover requested augs
1) fadescale- allows an enduser to reduce drawdistance for groundcover via $pref::GroundCover::fadeScale
2) adds minslope, conformtonormal, and min/max rotations along the x and y axies
2020-06-13 12:18:41 -05:00
AzaezelX
8ecb474a67 fixes for trigger onenter/onleave
1- corrects onleavetrigger for deletions
2-adds a testObjects to trip onenter when creating or moving a trigger itself so that that will list objects already there as opposed to only going off when something moves into it
2020-06-13 12:12:52 -05:00
AzaezelX
136bc8874f adds an animspeed and animoffset to tsstatic instances so clones can be set to break up syncing on multiples 2020-06-13 12:08:01 -05:00
AzaezelX
16a159992f adress #162 based on work by Chad Hall 2020-06-12 14:38:19 -05:00
AzaezelX
4043015d2d adress #205 2020-06-10 11:52:47 -05:00
Areloch
6a5661ddc7 Corrected some path-slash wrongness 2020-05-17 15:27:16 -05:00
Areloch
9b7b09dce8 Adjusts the ShapeAsset autoImport invoke logic to actually use the C++-side autoImport logic
Changed originalImportingAssets to originalImportingFiles in the AssetImporter for naming clarity
Made autoImportFile properly return the assetId that was made
Additional logging in the AssetImporter
Adjusted the asset registration logic to support reimports, which merely refreshes the assetID
Added logic to shape asset importing to be able to import in an existing companion constructor cs file
Tweaked the TSStatic setShapeName logic so it will properly set fields depending on if the assetID was correctly set, or if we have the noShape fallback in use
2020-05-17 01:38:17 -05:00
Areloch
240aa571de Merge branch 'alpha40_explodeNorm' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:18:35 -05:00
Areloch
638a515702 Merge branch 'alpha40_BandingBreakup' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:16:52 -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
39d9e6039c Merge branch 'alph40_cleanups' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-05-13 01:29:58 -05:00
AzaezelX
fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
AzaezelX
e9415a0994 uninitialized variables-collision 2020-05-11 14:33:59 -05:00
AzaezelX
3c0360fd2f uninitialized variables-afx 2020-05-11 13:54:23 -05:00
Areloch
4978538490 Includes required support functions for ImageAsset 2020-05-11 02:30:58 -05:00
Areloch
3e36dbb06f Finished out primary comment documentation and initPersistField hook-ins 2020-05-11 02:08:07 -05:00
Areloch
fb31f9d1e5 Implements the Asset Importer integrated into the engine, avoiding the need for calldowns into the tool suite to import assets 2020-05-10 03:48:08 -05:00
Areloch
157b114ec7 Added ImageAsset type mode for cubemaps.
Added new inspector type TypeShapeAssetId which is processed as a assetId string instead of an AssetPtr.
Added utility function to ShapeAsset to getAssetIdByFilename, which lets you find - if any exist - the asset that utilizes a given loose file. If it doesn't find one, it can attempt to run an auto-import if the editor settings allow, then proceed.
Fixed callback of the shapeAsset inspector fields so the Open in Shape Editor correctly binds the asset's shape to the editor for modification.
Added function to open a shapeAssetId in the shape editor to facilitate the above.
Added additional check to findShapeConstructor to look up the full path of the shape in the cases where a full path is provided instead of a local path. This prevents the shapeConstructor from not finding shapes that absolutely exist.
Added beginnings of Datablock representation in Asset Browser.
Fixed a few minor issues with asset auto import causing false positive errors, preventing Import or erroneous logging.
Fixed issue where editing of asset import configs didn't save.
Fixed logic of materials in asset browser so they will open in the material editor as expected.
Re-enabled AutoImport of assets editor setting by default.
2020-04-15 12:15:12 -05:00
AzaezelX
1a33d483a3 ensure we've got a known stateblock set for GeneratePrefilterMap 2020-04-14 12:40:31 -05:00
AzaezelX
d3059513e2 expose explosion.initialnormal to script for fine grained directional control 2020-03-26 17:09:01 -05:00
Areloch
9524e77596 Merge branch 'alpha40_zonePicker2' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-21 01:06:03 -05:00
Areloch
8b4d4633bc Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0 2020-03-21 00:54:30 -05:00
Areloch
7029024b8e Updated TSStatic to utilize the getShapeAsset utility functions, and shifted the loader logic to utilize ShapeAssets exclusively, having straight file names go through the utility function to find/process a relevent asset. 2020-03-21 00:36:49 -05:00
Areloch
6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
AzaezelX
c9518f678a compilation correction 2020-03-15 00:15:58 -05:00
AzaezelX
ef264083ae followuup to #837378a -safety checks for select within zone 2020-03-11 12:41:21 -05:00
Areloch
0e006b2264 Merge pull request #147 from Azaezel/alpha40_TranslucentShadows
adds alphatest shadows for translucent objects
2020-03-11 00:44:30 -05:00
AzaezelX
a308261886 followup: convex shape translucent with alphatested shadow support 2020-03-10 16:11:41 -05:00
Areloch
0bf8eb5517 Merge pull request #145 from Azaezel/alpha40_zonePicker
select within zone pushbutton
2020-03-03 11:06:52 -06:00
Areloch
954743f55c Merge branch 'alpha40_pathshape' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:49 -06:00
Areloch
f30aed628f Merge branch 'alpha40_zonePicker' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:28 -06:00
Areloch
afbc781d98 Merge branch 'alpha40_ReactiveRigidReorg' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:12 -06:00
Areloch
9c381caea2 Added initial implement of Image Types for GFX resource management
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file
Added lookup logic for getting any textures inside collada files to streamline asset importing logic
Fixed modal behavior for Import config and import window
Initial implementation of loose file/legacy file importing
Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops
Fixed volume visibility behavior
Fixed physics world viz toggle
2020-02-17 00:32:50 -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
AzaezelX
245994dbdd Merge branch 'rigidshapeReorg' of https://github.com/Azaezel/Torque3D into alpha40_ReactiveRigidReorg
# Conflicts:
#	Engine/source/T3D/rigid.cpp
#	Engine/source/T3D/vehicles/vehicle.cpp
2020-01-22 05:33:47 -06:00
AzaezelX
dbf34df71d select within zone pushbutton 2020-01-16 21:07:37 -06:00
AzaezelX
c082f13b71 missing extract bit 2020-01-12 00:40:00 -06:00
AzaezelX
f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00