Commit graph

330 commits

Author SHA1 Message Date
Brian Roberts f5f0eb2bb4
Merge pull request #378 from Azaezel/alpha40MacCompilePreprocessor
shader preprocessor fixes
2020-11-11 12:20:33 -06:00
AzaezelX d76a76a1c4 shader preprocessor fixes
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
get gl side HDR compiling, attempt clamp to keep bloom in range
2020-11-03 21:28:19 -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
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
Brian Roberts 72ee2260ca
Merge pull request #370 from Areloch/MiscBaseGameUIFixes
Misc. BaseGame UI fixes
2020-10-28 20:24:33 -05:00
Areloch d83fc0b232 Adds check so we only do the pausing of the audio/sim when opening the pause menu when it's single player 2020-10-25 14:40:32 -05:00
Areloch f47e3f395a Adds a sanity check so asset names cannot start with a number, which would be an invalid object name, 2020-10-25 12:26:42 -05:00
Areloch db6c63d424 Adjusts guiGameListMenuCtrl.cpp to handle Left and Right keys to adjust options, which simultaneously fixes the 'jiggle' issue on the options menu of the BaseGame base UI
Per Steve's suggestion, put a pause on gameplay sounds alongside the game sim being paused when the pause menu is opened.
Nudges the keybind preview image for guiGameListMenuCtrl to be better centered
2020-10-25 02:51:52 -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.
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
Brian Roberts 3851612b91
Merge pull request #361 from Areloch/LevelAssetLoadConsistency
Updates some level asset functions and script handling
2020-10-17 16:21:01 -05:00
Areloch c0203e13e9 Basic prototyping module initial upload 2020-10-16 22:12:05 -05:00
Areloch 837983c767 Adds script function to access full path of the level asset's preview image file
Updates script function descriptions to be correct
Updates chooseLevelDlg functions to be more efficient and consistent, and use the exposed get methods for getting preview images and the like properly
2020-10-13 18:44:42 -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
AzaezelX 7d63f114fa followup 2020-10-05 15:50:45 -05:00
AzaezelX 09f9b5351c replicate exec signatures for queueExec 2020-10-05 15:19:04 -05:00
Lukas Aldershaab b6d7fdd7bd Fix paths in caustics shader 2020-10-05 00:51:06 +02:00
Brian Roberts 0c29847943
Merge pull request #343 from lukaspj/feature/mesh-road-profile-editor
Profile editor for the meshRoad object
2020-10-03 17:48:00 -05:00
Lukas Aldershaab 973fd44c6a Profile editor for the meshRoad object
credit to Ryan Mounts (RDM)

found originally at http://www.garagegames.com/community/forums/viewthread/105391
2020-10-04 00:19:43 +02:00
AzaezelX a0d3f27c1a gl needs OUT_col filled out to return anything 2020-10-03 12:30:21 -05:00
Brian Roberts 681dbe108c
Merge pull request #323 from Azaezel/alpha40_smoothToRough_clean
shift pbrconfig to ORM in keeping with the prepoderance of industry standards
2020-10-03 11:49:10 -05:00
Brian Roberts 8fdcf2d3df
Merge pull request #332 from lukaspj/feature/add-navmesh-to-weditor
Add NavMesh to World Editor
2020-10-03 11:35:53 -05:00
Brian Roberts 87969e2f29
Merge pull request #336 from lukaspj/chore/remove-old-unused-files-and-xenon-reference
Remove old and not needed torqueconfig files
2020-10-03 11:35:30 -05:00
Marc Chapman e734f878e5 Remove old and not needed torqueconfig files, also remove xenon reference in the config file 2020-10-03 11:19:59 +02:00
Lukas Aldershaab 1950f68769 Add NavMesh to World Editor 2020-10-03 10:22:20 +02:00
Lukas Aldershaab dca2dc0074 Implementation of guiRenderTargetVizCtrl 2020-10-03 00:58:38 +02:00
AzaezelX 060d62d3c3 correct compositemap method of creating orm maps 2020-09-30 16:02:06 -05:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX e93fc3ab7c shift pbrconfig to ORM in keeping with the prepoderance of industry standards
having spoken with several endusers, artists and reviewing toolchains and augments to the systems in place, we'll be shifting the smooth|ao|metalness pbrconfigmaps on over to ao|roughness|metalness maps
first up, proper brdfTexture
2020-09-30 13:44:42 -05:00
Areloch 4a8273b824 Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu 2020-09-24 22:49:05 -05:00
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
AzaezelX 7af0a758d1 fix chooseleveldlg 2020-09-12 15:01:01 -05:00
Areloch a8177885e2 Fixes the glowBlur shader paths 2020-09-11 13:36:27 -05:00
Areloch b05d5fd3bd Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0 2020-09-11 03:21:56 -05:00
Areloch 3c0c106051 Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00
Brian Roberts c2bbab774a
Merge pull request #308 from Areloch/MiscFixes20200831
Misc fixes for Asset Browser navigation, scene asset utilization and editor settings
2020-09-10 12:55:39 -05:00
Areloch c51adb6c1c Fixes regression of Select Asset Path selection
Fixes setting for showing core and tools dirs in Asset Browser
Fixes path for newly created PostFX, state machine and cubemap assets
Improves logic for getModuleFromAddress from asset browser directory handler
Prevents error if no field was edited in the Create New Asset window before hitting the create button
Forces acquiring newly created asset just so they can be utilized immediately
Updates PostFXAsset template files to better hook in and provide a better example of basic behaviors.
2020-09-08 01:22:57 -05:00
Areloch 0b954459a3 Added recursive scanning for utilized assets on any object within the scene, soas to catch objects in simgroups or parented
Disabled initial materialSlot fill-out until logic for looking up assetName from material list name can be done to avoid 'unable to find assetid' spam
Added function to SimGroup to easily acquire child object by index
Some minor cleanup of commented lines in asset browser
Fixed forward/backward navigation arrow behavior in asset browser
Fixed double-click navigation when the AB is in select mode
Fixed erroneous 'could not acquire asset' messages when navigating folders in AB
Added editor setting for UseGroupSnap snap option and integrated it into the UI interface
Removed some duplicate settings from the EditorSettingsWindow
2020-09-02 01:26:43 -05:00
Brian Roberts 82f7db3d48
Merge pull request #306 from Areloch/MiscFixes20200828
Misc Fixes for level saving and selecting asset paths
2020-08-30 07:24:04 -05:00
Areloch 8824ee9a2a Added autosave logic to the world editor. Via a schedule, it will autosave to tool/autosave to create a backup of the current dirty scene
Fixed RMB menu on multi select objects in the Scene Tree so it will properly display the full list of actions
Fixed up several spots of editor settings fields being incorrect copy-pastes
Integrated AssetBrowser tool into the standard initSettings hook-through for proper default settings integration
Added Editor Theme settings to the default value init'ing of the World Editor
Shifted exec of editor settings default values as part of the initial editor load to ensure that if the settings.xml is deleted, theme info reverts back to the default
Integrated Convex Editor's settings into new EditorSettings window system
Added several missing World Editor settings to Editor Settings Window
2020-08-30 04:59:26 -05:00
Areloch f3fe2298d5 Fixes level save as logic to correctly name new level's scene object to match, and helps ensure you're editing the right scene.
Added New Folder button to Select Path window
2020-08-29 04:22:58 -05:00
Brian Roberts 8611e7090a
Merge pull request #304 from Areloch/MiscLightFixes20200828
Misc. Fixes and cleanup for lights
2020-08-28 14:59:48 -05:00
Areloch 55e24926e4 Fixes logic when opening shapeEditor with a TSStatic selected, it'll attempt to load up the shapeAsset if one is set on the static. 2020-08-28 02:49:26 -05:00
Areloch ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -05:00
Areloch 7405453123 Fixes issue where it would try and load a SIS file even if it doesnt exist
Fixed warning about use of invalid function 'setEnabled' instead of 'setActive'
Fixed formatting of a schedule call in ExmapleGameMode
Fixed EditorOpenMission logic to correctly get and use levelAsset
Removed unneeded continues from menuInputButtons' refresh()
Updated settings.xml to have sorted order for future consistency
2020-08-26 13:40:04 -05:00