AzaezelX
494049c4f6
typofix in opengl terrain shadergen
2020-06-13 12:02:16 -05:00
Areloch
3f0195475d
Merge branch 'alpha40TerainLayerHack' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups
2020-05-16 02:19:02 -05:00
AzaezelX
c2e74f375a
uninitialized variables-terrain
2020-05-11 15:37:43 -05:00
AzaezelX
e9415a0994
uninitialized variables-collision
2020-05-11 14:33:59 -05:00
AzaezelX
9beaba0e60
HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there...
2020-03-08 17:25:27 -05:00
Areloch
5375a4b275
Merge pull request #140 from Azaezel/alpha40TerrainTricks
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Alpha40 terrain tricks
2020-01-09 18:30:01 -06:00
Areloch
c0dd314c12
Changed default terrain paths to go into data/terrains if nothing is set
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Added default terrianmat definition for warning_material
Corrected separator-h image path for a few GUI controls
Corrected SelectAssetPathWindow reference so it focuses the window right
Changed new asset window to work with new Select Path window and address system
Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues)
Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably
If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected
Updated the example assettype file for the AB
Fixed up move/delete/rename behavior for folders in AB
Begun full standardization of move/delete/rename actions for other asset types in AB
Added standardized call for New Asset field fillouts by letting the asset types populate them
Moved terrain block creation to the standard create call so it can accept other normal fields like resolution
Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset
Added placeholder image for terrain material asset for preview
Updated refresh behavior for terrain material assets so they properly populate on creation now
Added standardized functions to the directoryHandling class for folder/file manipulation
Corrected some warnMat image references
2019-12-23 12:37:55 -06:00
AzaezelX
596dcb935d
general cleanup GLSL side for terrain
2019-12-21 08:49:47 -06:00
AzaezelX
29a8d5d36c
backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks
2019-12-17 19:26:47 -06:00
Areloch
ac77315e29
Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0
2019-11-22 21:24:59 -06:00
Areloch
796a95b8a5
Adds isSRGB and invertSmoothness checkboxes to terrain material editor
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Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
2019-11-11 01:40:55 -06:00
AzaezelX
fb67458eaf
fix terrain default values when not applying a pbrConfigMap
2019-11-07 03:27:44 -06:00
Areloch
d8cc73f5a1
Added utility methods to AssetBase:
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getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset
Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
2019-11-07 00:42:55 -06:00
Areloch
22249bf4d4
WIP of updating terrain editor to work with assets
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Fix minor UI issues for asset browser
included folder 'asset type' script
2019-11-06 00:23:07 -06:00
AzaezelX
ccb500f0ca
leftovers from when we added explicit 16 bit greyscale texture support
2019-08-22 04:33:38 -05:00
Areloch
c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
2019-05-11 21:53:08 -05:00
AzaezelX
dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/lighting/lightManager.cpp
# Templates/Full/game/levels/Empty Room.mis
# Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
Areloch
9bf8337e4a
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
Azaezel
1eed979a9c
Merge branch 'method_Unmangle' into PBR_PR
2018-12-12 14:54:22 -06:00
Areloch
6cf0c9e360
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Azaezel
daef7aa128
debug spew cleanup
2018-11-08 01:27:42 -06:00
Azaezel
b3805fe778
Merge branch 'terrainNormalNeener' into PBR_PR
2018-11-01 14:06:00 -05:00
Brian Roberts
4453a4ad4b
Update terrFeatureHLSL.cpp
2018-10-29 13:22:16 -05:00
Brian Roberts
6ba442bf07
Update terrFeatureGLSL.cpp
2018-10-29 13:21:42 -05:00
Azaezel
2c0a57449e
filter out pixel shader normalmap calcs when not in deferred mode.
2018-09-26 06:49:36 -05:00
Areloch
b19a4b22c8
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
13334b4d5c
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen
6b524ae58a
Eliminate ConsoleStaticMethod
2018-04-20 20:27:09 +02:00
Lukas Joergensen
76908eae3c
Eliminate DefineConsoleMethod
2018-04-17 21:01:50 +02:00
Lukas Joergensen
e718841467
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Areloch
bc1b506205
Merge pull request #2146 from Azaezel/specializationShenanigans
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changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel
cbce2ee805
Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
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# Conflicts:
# Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
2e2e08f32d
terrain file I/O and opengl rendering cleanup
2018-03-13 17:33:13 -05:00
Glenn Smith
79c34c68db
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
Glenn Smith
7769da9434
Use strncat instead of strcat to prevent some buffer overflows
2018-03-06 00:48:44 -05:00
Marc Chapman
b8f722e2f9
Phase 2: #ifdef for Zodiacs and particles
2018-01-23 22:03:18 +00:00
Marc Chapman
0c65f9ee8e
Phase 1: Add a #define test
2018-01-23 20:24:35 +00:00
Azaezel
01f0d5cfca
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
2017-12-27 22:57:47 -06:00
Areloch
e023cf3a60
Merge pull request #2056 from Bloodknight/afx_merge_main
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Afx merge main
2017-10-11 08:47:47 -05:00
Areloch
dc5e502dec
Initial implementation of Custom Shader Features.
2017-10-05 17:04:51 -05:00
Areloch
88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
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Fix for terrain detail color blending post-linearization
2017-08-08 23:35:24 -05:00
Marc Chapman
00e3eb6ba8
terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain.
2017-07-26 22:10:56 +01:00
Areloch
8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -05:00
Lukas Jørgensen
0b9aede7a2
Fix for terrain detail color blending post-linearization
2017-07-20 11:32:17 +02:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Areloch
adb875cb54
Conflict resolution with devhead.
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Cleaned up a few remaining d3d9 references in the cmake file.
2017-06-01 23:54:44 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
2017-05-14 18:28:17 -05:00
Areloch
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00