Areloch
8b40aa8c26
Updated assimp to latest
2019-03-05 14:39:38 -06:00
Azaezel
9ee79bb4fa
reflection scalefix
2019-03-05 00:41:00 -06:00
Azaezel
7eb6f767d0
debug crashfix. append .xyz so it knows 'yes, i do mean float4 to float3'
2019-03-05 00:28:34 -06:00
Azaezel
4275e340f4
boxproject converted to obb. TODO: convert defineBoxSpaceInfluence to obb as well by getting rid of that length(boxMaxLS - boxMinLS); in favor of a 3D scale calc set.
2019-03-04 23:29:23 -06:00
Areloch
f04d4c03d9
Cleanup and minor tweaks to the core dir structure.
2019-03-04 22:07:55 -06:00
Areloch
f3e04751b6
Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape.
2019-03-04 21:44:00 -06:00
Areloch
c6e4b4a0e4
Corrected yorks chapel materials + added to the main test level
2019-03-04 17:57:53 -06:00
Azaezel
a01b470a75
lightmap testbed
2019-03-04 16:48:28 -06:00
Azaezel
b31206e468
1) use surface.R(reflection vector), not surface.N(worldspace normal) so we have pov based variation on skylight reflections.
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2) use lerp based on the sum contribution of probes for a given pixel as calculated by all non-skylight probes. vs the skylight probe result. (math is currently still wrong, or we wouldn't be needing to use a saturate to get skylights showing)
TODO: find out where the attenuation went for a smooth blend. probably the same thing killing unsaturated skylight display..
2019-03-03 17:27:26 -06:00
Azaezel
460e295677
slimmed down level save
2019-03-03 15:59:02 -06:00
Areloch
08267ce451
Broke the functions out from the probeData struct
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Moved ibl stuff back out of lighting.hlsl into probeArray shader for now.
2019-03-03 15:47:28 -06:00
Azaezel
fd0c90c575
mergefix
2019-03-03 14:22:28 -06:00
Azaezel
f15fd381aa
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
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# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-03 11:54:24 -06:00
Areloch
8f94d09e6e
Begun hook-in of skylight into array
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Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch
e9ea38eda3
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
2019-02-28 16:37:15 -06:00
Marc Chapman
9820780d1c
Fixes a crash that occurs on linux headless servers
2019-02-26 14:47:02 +00:00
Marc Chapman
461e2b6534
Set contrsaints for Player Z rotation
2019-02-26 14:42:09 +00:00
Azaezel
2552bb1f64
EXPERIMENTATION: for paranoias sake, go ahead and normalize the reflection vector input for boxproject, throw out any out of range contributions (HACK ALERT!) and, what would appear to be the most corrective, reverse the blendfactor math.
2019-02-25 12:37:05 -06:00
Azaezel
91de7c44f8
shift the wip code back out of lighting.hlsl till were sure of it, and while we're at it, shove the probe methods into the probe class to more easily differentiate between blend-val and raw contribution factors
2019-02-25 02:39:00 -06:00
Areloch
2c91ca69fc
Shift back to the seb methodology, but keep the probe struct for cleaner and easier to read code
2019-02-25 01:08:23 -06:00
Areloch
dac8d6e1fd
Updates to various components, added a few new ones.
2019-02-24 01:50:38 -06:00
Areloch
0c1288f86c
Adds a filter for materials to never import when importing a shape
2019-02-23 22:04:17 -06:00
Areloch
cf21bf7dfd
Update simObject.cpp
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Accidental redefine
2019-02-23 21:41:22 -06:00
Areloch
892077973b
Adds ability to skip loading of cached dts in enumColladaForImport
2019-02-23 21:34:11 -06:00
Areloch
11fd2989b5
Adds visualizers for various types of colorblindness to help calibrate scene's visual clarity given certain vision impairments.
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(Also corrects some erroneous pathing in the other render visualizers to match)
2019-02-23 20:28:59 -06:00
Areloch
a4fde427b7
Update simObject.cpp
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better way to handle the validity check for const char*
2019-02-23 20:14:10 -06:00
Areloch
d18ab265be
Update gui3DProjectionCtrl.cpp
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Corrected file capitalizations for linux
2019-02-23 20:12:17 -06:00
Areloch
282333538a
Moves the path return from fileDialog through the returnBuffer so it doesn't get mangled or corrupted in memory inadvertently.
2019-02-23 18:11:54 -06:00
Areloch
138ab8a8bf
Tweaks some handling of guiTreeViewObj so you don't necessarily have to delete an object if you delete the tree item, as well as the ability to look up the object id via tree item.
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Also removes spam in the event that an item on the tree is more of a data representation rather than literal object.
2019-02-23 18:01:14 -06:00
Areloch
6f418cc183
Sanity check so calling getFieldValue on a blank fieldName doesn't cause a crash.
2019-02-23 16:50:05 -06:00
Areloch
a949326cab
Adds gui3DProjectionCtrl so a gui control can be tracked to a point in 3d space
2019-02-23 16:36:40 -06:00
Areloch
b865e1d181
Updates TextEdit value when focus is lost.
2019-02-23 16:18:03 -06:00
Areloch
837b936bae
Allows special inspectorFields to override the height they use in the rollouts
2019-02-23 16:08:47 -06:00
Areloch
1c2f90a190
Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.
2019-02-23 15:55:28 -06:00
Areloch
41caeedb05
Tweaks to the Asset/Module info echo behavior to spam the console less.
2019-02-23 14:20:57 -06:00
Areloch
21aa13e0f0
Adds ability to set the split point of a guiSplitContainer
2019-02-23 13:55:29 -06:00
Areloch
f87b4e46df
WIP of the rewrite of blend/projection to follow BSF's math approach.
2019-02-22 08:12:03 -06:00
Areloch
e0627973fb
Merge pull request #2307 from Azaezel/highlightHax
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nextfreemask does nothing for proximity mines as there are no subclas…
2019-02-21 00:08:57 -06:00
Areloch
417a0f8ade
Merge pull request #2299 from Bloodknight/SQLiteConsoleRefactor
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Sqlite Console refactor,
2019-02-20 23:51:56 -06:00
Areloch
e7314dfa09
Merge pull request #2305 from Azaezel/copyCleanup
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corrects a copy-corruption flaw with GuiSwatchButtonCtrl::onMouseDragged
2019-02-20 23:12:58 -06:00
Areloch
c131084a0d
Merge pull request #2309 from suncaller/warning-purge
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Remove redundant variables and clean up C4312 and C4305 warnings
2019-02-20 23:01:31 -06:00
Areloch
1740bc094a
Merge pull request #2295 from Bloodknight/Add-editorconfig
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Add a .editorconfig file
2019-02-20 19:46:20 -06:00
Azaezel
0951d6f082
destructor code+ removed a crash-causing redundancy in onRemove
2019-02-20 16:59:58 -06:00
Azaezel
9c6635e4c0
rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes
2019-02-19 16:34:30 -06:00
Azaezel
90a93bd17d
wireframe capsule set to the contents of the solid capsule for corrections and backwards compatibility
2019-02-19 16:30:39 -06:00
Azaezel
2ac7d55be0
solid capsule renderfix. +/- halfhieght, not full, and need to do vector, not point-multiplication for the verts
2019-02-19 16:10:33 -06:00
Azaezel
7358d5bf37
sample surface roughness for diffuse return. 0 means sharpest possible result
2019-02-19 14:37:44 -06:00
Azaezel
23a09333d2
no need to z flip the diffuse box dx side. may need to gl side
2019-02-19 14:17:52 -06:00
Azaezel
077325c0ab
swap over to wireframe, plus a few misc cleanups
2019-02-19 13:58:29 -06:00
Azaezel
0bc332374f
corrects a parity flaw between wireframe and non wireframe box display
2019-02-19 13:13:23 -06:00