AzaezelX
795292bed5
alter nomaterial asset to a) use an imageasset, and b) remove the .cs assumption
2021-07-22 12:21:22 -05:00
Areloch
3e131f5b8e
Added changes missed via merge failures.
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Removed some unused files/references that were causing errors, related to issues #502 & #512
2021-07-20 20:05:49 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
AzaezelX
3c0ca5ea88
typofix in getScreenResolutionList
2021-07-09 21:17:13 -05:00
OTHGMars
dd665496d1
Borderless window defaults.
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Limits borderless windows to the monitor usable area on non windows platforms to prevent the window from rendering behind taskbar/title bars.
2021-05-14 03:57:00 -04:00
OTHGMars
a5c809a738
Limit fullscreen resolution to options that match the monitor aspect ratio.
2021-05-13 20:52:04 -04:00
Brian Roberts
2a2987869b
Merge pull request #478 from Bloodknight/SDL_OpenGL_BPP_Fix
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Fixes a resolution switching issue when the game uses **only** OpenGL…
2021-04-22 19:51:14 -05:00
Brian Roberts
9323bac5ea
Update Templates/BaseGame/game/core/gui/scripts/canvas.tscript
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Co-authored-by: Lukas Joergensen <lpjoergensen@gmail.com>
2021-04-13 16:53:31 -05:00
Areloch
92abfb8ccf
Updates the masterserver domain referenced in the default scripts, pointing it to the new torque3d master server
2021-04-08 20:32:22 -05:00
Marc
3d2f3bda64
Fixes a resolution switching issue when the game uses **only** OpenGL as the renderer
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Canvas.tscript fixes provided by @OTHG_Mars
2021-03-18 21:37:36 +00:00
AzaezelX
e5bc0a6e54
reset emissive to show 0,0,0,0 for local/vector lights in a manner that doesn't cause them to black out.
2021-03-09 15:26:48 -06:00
AzaezelX
39c914101d
fix emissive
2021-02-14 18:47:42 -06:00
AzaezelX
1f518499c9
typofix
2021-01-27 13:28:12 -06:00
AzaezelX
dee5b46169
re-fix file exclusivity, readd callonmodules variable extension
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new method loadAssetsByType(%assetType)
2021-01-27 00:45:49 -06:00
AzaezelX
e3933f7769
augment datablock file handling to include references with no suffixes
2021-01-24 02:43:21 -06:00
Lukas Aldershaab
9ccaa6d3ea
Improve handling of non-default script filenames
2021-01-19 21:32:31 +01:00
Lukas Aldershaab
099dd4f1f3
Parametrize script extension, default to 'tscript'
2021-01-19 21:32:31 +01:00
Brian Roberts
2cf11fe199
Update module.cs
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cleanup
2021-01-08 00:09:37 -06:00
AzaezelX
5bd9459da2
add parameter handling to callonmodule callbacks.
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IMPORTANT NOTE: cannot handle "" entries.
2021-01-07 20:11:44 -06:00
Brian Roberts
27641b16ca
Merge pull request #424 from lukaspj/feature/new-terrain-blending
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Height based terrain texture blending
2021-01-04 05:36:50 -06:00
Lukas Aldershaab
88bdb594aa
Set default terrain texture format
2021-01-04 10:26:08 +01:00
Lukas Aldershaab
60a10f4334
Add global blendDepth slider and update default blendDepth for mats
2021-01-03 01:26:19 +01:00
Lukas Aldershaab
db496fa0c4
Make terrain texture settings global, add dialog to painter
2021-01-03 00:50:42 +01:00
Lukas Aldershaab
6f23dd191d
Update core shader libraries to support texture arrays
2021-01-02 03:19:51 +01:00
Brian Roberts
578846ab6f
Merge pull request #428 from Areloch/ConsolidatedTerrainCreation
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Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
2020-12-29 01:29:34 -06:00
Areloch
f7ce1efd62
Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
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Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
2020-12-28 23:43:56 -06:00
Areloch
baeabb4a51
Merge pull request #413 from Azaezel/alpha40_ServerAssetValidator
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add validation flagging for server objects
2020-12-28 00:14:46 -06:00
Areloch
3821ddd15a
Merge branch 'GroundPlaneAssetify' of https://github.com/Areloch/Torque3D into Preview4_0
2020-12-18 14:12:54 -06:00
AzaezelX
6408297eb9
add validation flagging for server objects
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sets up a generic `ServerAssetValidator` PersistenceManager onServerCreated and saves anything marked dirty after processing. demonstrates looking that up and setting something dirty via shapebase::preload asset tagging
2020-12-16 21:31:54 -06:00
Areloch
334cd1d205
Adds function to better report active device type from GFXDevice
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Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
Areloch
d25e9d64dc
Fixes logic that checks if a postFX was enabled so the PostFX Editor works properly
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Corrected the enabled variable hook-in for the SSAOPostFX
2020-12-07 00:00:53 -06:00
AzaezelX
1e107ceb94
Merge branch 'Preview4_0' into alpha40_lightreview
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# Conflicts:
# Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl
2020-11-16 04:23:00 -06:00
AzaezelX
70358d0dbc
yet more PostEffect::isEnabled -> enabled that somehow slipped through the search filter
2020-11-15 21:36:11 +01:00
AzaezelX
6ee6d7c717
Field PostEffect::isEnabled -> enabled followup
2020-11-15 21:35:51 +01:00
AzaezelX
39574e7fee
clamp factor entriely for getXXXLight calcs, and take metalness into account for reducing direct light diffusion imact (while this seems to make it match the tooling, I can't say I've seen this exact approach used, so might want to re-review the methodology)
2020-11-13 15:24:12 -06:00
AzaezelX
c0b6007b9f
undefined preprocessors on some machines eval to true. given this is purely a bool anyway, might as well stick to ifdef
2020-11-13 15:19:50 -06:00
AzaezelX
2d18d5b280
clamp borghtpass filter return values to smooth out bloom
2020-11-13 15:18:20 -06:00
Brian Roberts
f5f0eb2bb4
Merge pull request #378 from Azaezel/alpha40MacCompilePreprocessor
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shader preprocessor fixes
2020-11-11 12:20:33 -06:00
AzaezelX
d76a76a1c4
shader preprocessor fixes
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some hardware/apis do not evalueate 'not defined' as '0', so always ensure there's *some* value when doing macro value comparisons
2020-11-10 13:57:26 -06:00
AzaezelX
eb365fc866
be sure to executte defaults prior to clientprefs to ensure nothing gets missed
2020-11-04 16:31:17 -06:00
Brian Roberts
e3b8c7b001
Merge pull request #373 from Azaezel/alpha40_HDRfixes
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get gl side HDR compiling, attempt clamp to keep bloom in range
2020-11-03 21:28:19 -06:00
Areloch
388a700a53
Implements material asset handling for GroundPlane object
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Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
2020-11-01 23:32:34 -06:00
AzaezelX
be8988b1a3
remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues
2020-11-01 20:19:49 -06:00
Areloch
9ca276fef0
Misc fixes to ensure that the default postFX save, load and editing process is valid
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Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
2020-11-01 15:39:30 -06:00
AzaezelX
5be1b77791
get gl side HDR compiling, attempt clamp to keep bloom in range
2020-10-30 00:15:08 -05:00
Areloch
6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
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Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00
AzaezelX
93e00a8242
clip ./ when doing pattern matching
2020-10-12 02:32:16 -05:00
AzaezelX
e8ca1a6705
postfFx to postFX dir listing fixes
2020-10-09 12:56:38 -05:00
AzaezelX
4a11b0dea3
underwater fog fix
2020-10-09 12:42:43 -05:00
AzaezelX
4c982a4b29
fix gl compilation
2020-10-08 21:38:43 -05:00