Commit graph

1708 commits

Author SHA1 Message Date
Areloch 67ac556ecd - Added ability to explicitly execute a guiControl's console and altConsole command
- Fixed formatting of resolution strings for the internal values, allowing them to be properly parsed and applied by the options menu/canvas
- Fixed display of Display Device on option's menu
- Fixed Issue of it not displaying any keybinds in keyboard/gamepad options if there's only a single actionmap
- Added 'hold to scroll' action to optionsMenu
- Added apply button to options menu
- Added remap button to options menu when on keyboard/gamepad keybinds categories
- Fixed up the remap logic so remapping a key only unbinds the matched device being bound, so binds for different devices are untouched
- Made keybinds options properly refresh when keybinds are changed
- Shifted keyboard "go" keybind for menu nav from Enter to Space for easier use
- Removed stick keybinds from gamepad
2023-12-31 12:46:48 -06:00
AzaezelX 54a4510bc6 add add dropdown to gui editor
also added general guieditcanvas createobject, onfinishcreateobjec,t and onobjectcreated methods for callback injection points
2023-12-30 23:55:59 -06:00
Areloch f5ab97242f - Added logic to guiButtonBaseCtrl so if highlighted and is part of a group, will signal the siblings in the group as well
- Standardizes highlighting behavior between keybind and mouse highlighting of buttons
- Standardized onHighlighted callback for buttonBase
- Fixed handling of up/down nav with gamepad stick
- Added logic to make holding down nav keybinds iterate over buttons in menu lists
2023-12-27 11:42:43 -06:00
Areloch 36d00e09d3 - Fixed Back on-screen menu button for OptionsMenu wasn't working
- Fixed MainMenu buttonlist not navigating with keybinds after going to optionsMenu and going back
- Fixed menu title text clipping
- Fixed keybind preview images on keybind lists in OptionsMenu being modal
- Fixed btn_l and btn_r bitmap button binding not working
- Fixed a/b and x/y button bitmaps on xbox controllers being flipped
2023-12-27 01:36:58 -06:00
Areloch 6e101595d6 Merge branch 'BaseUIUpdateWipwork_20231219' of https://github.com/Areloch/Torque3D into development 2023-12-26 21:29:24 -06:00
AzaezelX caa93e2179 leverage writeapppend to add any new info requested.
filter out pre-existing callback defines
2023-12-24 15:18:18 -06:00
AzaezelX ace243171e file saving 2023-12-24 12:03:48 -06:00
AzaezelX ca31e4c2c9 leverage the new getMethodSigsNS, getFieldCountNS, and getFieldNS
functions to look up methods and (hardcoded) variables from the classrep rather than creating an instance
this did cost us dynamic variable listing, but that's runtime assignment as-is and can likely be referenced another route in the end
2023-12-24 03:27:18 -06:00
AzaezelX 428f22d728 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into classPrototypingPresenter 2023-12-23 21:29:17 -06:00
Areloch 5d2d04791d Cleaned up old, deprecated apply function causing confusion
Cleaned up old refs to previous unapplied changes system
Added comments to some critical functions to better explain their behavior and purpose, as well as referencing the source files for the graphic and audio options groups
2023-12-21 23:59:19 -06:00
AzaezelX cbc8905e05 add an $undoIgnoreList
of variable names for the editor's genericundoaction to ignore
mostly aimed at action buttons
2023-12-19 22:44:09 -06:00
Areloch df00543502 Implemented apply changes logic
Updated autodetect graphics to complete to new apply changes rules
Made it so gamepad can activate key rebinds
2023-12-19 16:37:23 -06:00
Areloch 70e121595f Most of the keybind/remap stuff finished
Fixed up most of the options apply logic
2023-12-19 02:36:43 -06:00
Areloch 55697cffdb Streamlined baseUI profiles
Implemented audioOptions file with structure to comply to BaseUI options menu
Implemented majority of keybind remapping logic for options menu
2023-12-18 23:49:13 -06:00
Areloch f14c96c2bc Standardized titlebar formatting
Cleaned up some unneeded fields in the gui files
Fixed up querying presentation for joinServerMenu
Removed usages of background image in favor of guiProfiles for various menus
Implemented optionsMenu traversing options categories along with required keybinds
Adjusted some guiProfiles' font sizes to improve legibility on smaller displays
2023-12-17 03:27:30 -06:00
Areloch ce4c8dabc9 Ongoing wipwork of the BaseUI update. Some bugfixes pending 2023-12-16 23:18:33 -06:00
AzaezelX 32c7eb1702 correct mission saveas logic 2023-12-11 12:51:57 -06:00
marauder2k7 ace9cc328b Update assetImport.tscript
add extra formats for stb_image to asset importer
2023-12-08 05:06:24 +00:00
Areloch 616d974212 Wipwork for updating the BaseUI
Adds ability to select an actionmap for a GuiInputCtrl which will push it onto the stack, so menus can enact an action map
Update of the MainMenuGUI to fit new style and have the logic needed for KBM and gamepad navigation
Very early wipwork of OptionsMenu overhaul for new standard
2023-12-06 19:50:51 -06:00
AzaezelX 8c38448428 probe capture fixes
review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change  GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
2023-12-05 13:32:03 -06:00
AzaezelX 045c15fd26 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into classPrototypingPresenter 2023-11-29 14:16:37 -06:00
AzaezelX 9b7d99fc1d typofix 2023-11-29 13:34:27 -06:00
Brian Roberts bb6bc91615
Merge pull request #1144 from Azaezel/alpha41/brdfbadness
overdark causality review
2023-11-29 02:26:39 -06:00
AzaezelX ccfe2478b7 overdark causality review
two things stuck out as proximal causes for an overdark result on community review
1) $PostFX::HDRPostFX::keyValue was significantly too low given existing calculations, so upped that to 00.5 in keeping with the general assumption were remain intending to have that be the dead center value of a luminance range
2)  Fr_DisneyDiffuse input assumptions differ from current engine ones, so reverting that to lambert .
2023-11-28 19:34:09 -06:00
Areloch d867c1f7d0 - Adds Color Calibration card and Material Grid for reference resources to prototyping module
- Adds arrow primitive shape to prototyping module
2023-11-28 18:54:50 -06:00
AzaezelX 4b86e112c8 add safeties 2023-11-24 15:58:35 -06:00
AzaezelX c10808873d hook PrototypeClass(%objectName) on up to inspector
fix dialog close, fix dynamic variable gui element alignment
2023-11-24 15:44:54 -06:00
AzaezelX 81b721c755 wipwork for adding a gui driven class callback method prototyper with command and variable reporting 2023-11-24 14:05:55 -06:00
Areloch 14351b03f3 Fixed typo 2023-11-23 13:38:43 -06:00
Areloch 7e5ccc65bd Removed extra PATTERNs from cmakelists 2023-11-23 13:09:54 -06:00
Areloch 431cffac11 Adds the D3DCompiler_47.dll to ensure it's packed and ready for projects when publishing 2023-11-23 12:46:55 -06:00
Brian Roberts 52e7156436
Merge pull request #1138 from Azaezel/alha41/luxTargTricks
lighting corrections:
2023-11-20 12:03:23 -06:00
AzaezelX 593d0ef9f0 lighting corrections:
1) fix spotlight shadow casting. we weren't properly accounting for reversedepthbuffer there
2) fix mismatched variables in forward lit spotlight param array
3) use disney diffuse in the generalized brdf, and apply it for spotlights after angular attenuation, not before
4) .provide a generailze luxTargMultiplier approach for spot and point lights (as well as future growth areas) so that range, angle ect can impact the brightness variable sent to a given light source shader without perpixel overhead
5) for spotlightParams in particular, use sizeof(point4f) for the alignedarray untill that's properly reviewed/revised
6) narrow attenuation slightly based on a given lights dot product to prevent tool vs outcome leakage, plus provide safeties for when a given spotslight's inner and outter angles match identially
2023-11-18 19:05:12 -06:00
Areloch 20e0fa8ec9 Misc Tools UI fixes
- Fixes the AB's select button not being properly offset to the right side
- Fixes incorrect height offset for the main editor tabbook because of a no-longer-used variable
- Fixes the bottom of the scene tree scroll being cut off
2023-11-16 18:55:18 -06:00
Brian Roberts 917cb882e9
Merge pull request #1136 from Areloch/TabbedEditorFormBaseline
Moves the world Editor guis to be based through a tabbed structure
2023-11-14 19:31:42 -06:00
Areloch 59247bd9ca Moves the world Editor guis to be based through a tabbed structure to make it easier to begin separating out editor/tool guis into their own tabs or elements for better separation.
Currently establishes the MainScene tab and otherwise retains existing behavior directly
2023-11-14 18:58:58 -06:00
AzaezelX 61b7813f11 hide particleemitter dupes
if you have a selected particleemitternode when opening the particle editor, don't show the edit-copy one
2023-11-14 13:11:01 -06:00
AzaezelX 99b024d0c6 kill duplicate ToolsGuiPopupMenuProfile define 2023-11-11 13:34:59 -06:00
AzaezelX 373508f622 add a generic fallback for gamebaseObject spawning via the "add" menu that fills in a generalized datablkock dropdown popup based on class name if a specified one does not exist 2023-11-09 11:51:58 -06:00
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
Brian Roberts 105e45c56b
Merge pull request #1119 from Areloch/AssetPropEditRefreshFix
Ensures that when the asset is edited via the asset properties window the asset is refreshed in the backend systems as well
2023-10-24 18:42:53 -05:00
Brian Roberts 9ac8bfed8b
Merge pull request #1120 from Areloch/WorldEditorAddMenuAdded
Adds an Add menubar item to the World Editor menubar
2023-10-24 18:42:41 -05:00
Areloch 473e566b70 Adds a separate gui profile for the popupmenus themselves that has a lighter border color, making it easier to keep track of the layout
Fixes the C++ asset creation and management function names so the AB can create C++ assets now
removes duplicate menuBuilder script file
2023-10-24 17:53:37 -05:00
Areloch 4bf7b0d5c0 Adds an Add menubar item to the World Editor menubar that populates SceneObject classes for spawnablility based on the categories assigned to the class itself 2023-10-24 17:36:58 -05:00
Areloch c3ea12f9df Ensures that when the asset is edited via the asset properties window, the asset is refreshed in the backend systems as well 2023-10-22 11:32:54 -05:00
Areloch c2d1e9d654 Expands functionality of MenuBuilder to act as primary API for building out menus
Shifts "Help" menubar entry in world editor to use new API structure as example/test
Removes extraneous 'MainEditor'
Adds EditorCore module
Moved Menubuilder to EditorCore module
Fixes Help Menu editor settings so they properly point at modern documentation and forum URLs
Fixes handling of MenuBar so when inserting new items, ensures the menubar refreshes as would be expected
Adds remove function to menubar to remove a menu
Removes old commented console methods from menubar file
Adds checks for onMouseDown and onMouseUp for PopupMenu so items that are submenus aren't clickable like normal items
2023-10-22 00:47:29 -05:00
marauder2k7 54959f0d19
SFXEmitter play pause and stop buttons (#1115)
-Add buttons to the inspector for SFXEmitter that will play pause and stop the sfxEmitter.
NOTE: Purely effects the state of the emitter when in the editor this will not effect sfxEmitter functionality in a level.
2023-10-21 18:09:19 -05:00
Areloch 8232d0f6dd Fixes the handling of the temp editable asset definition in the asset properties inspector so it'll save sub-objects as expected 2023-10-18 11:37:27 -05:00
AzaezelX 268603f36c clean up ServerAssetValidator when closing server 2023-09-27 15:45:54 -05:00
Areloch ca767efa34 Misc formatting fixes for material and shape editors 2023-09-14 17:35:39 -05:00
Brian Roberts 626de074cc
Merge pull request #1085 from Areloch/AudioOptionsUpdateFix
Fixes the issue of changing audio settings causing the SFX re-init'ing to fail
2023-09-10 19:44:43 -05:00
Areloch bde2fc1e72 Fixes some misformatting of the simView dialogue file 2023-09-10 19:07:08 -05:00
Areloch 2a390e98e9 Fixes the issue of changing audio settings causing the SFX re-init'ing to fail 2023-09-10 18:47:27 -05:00
Areloch 33f35d35d4 Implementation of Nils' UI work for updated theming, functionality and style for the editors suite 2023-09-08 22:44:18 -05:00
Areloch 0cc974929a Re-adds the logic to set up the project's torsion file to the updated cmake generation 2023-09-08 17:08:35 -05:00
Areloch 37c85bb7ee From Nils' UI work
- Updates various images in core and UI to be more standardized to the default theme
- Updates some spacing, sizing and coloration of gui controls and profiles
2023-09-05 00:05:32 -05:00
marauder2k7 5427e941ce UnitTest
Change unit tests to run without script
runTests now just holds a purely script test example
Test Explorer in VS now works with tests
NB do not use test explorer on purely script based tests.
2023-07-27 21:02:27 +01:00
AzaezelX 2866b3afd6 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/cmake_adjustments 2023-07-21 08:53:46 -05:00
AzaezelX a0f2f2bf06 define particles then emitters
saves a re-execution attempt
2023-07-20 08:54:52 -05:00
AzaezelX f1df1c5fba Merge branch 'development' into alpha41/cmake_adjustments 2023-07-08 01:32:45 -05:00
Areloch cb766f2878
Merge pull request #1033 from marauder2k9-torque/GuiInspectorFields
Add multi dimensional entries to inspector
2023-07-07 22:59:27 -05:00
Samuel Skiff cde584253d OpenGL fixes for HDR post effect 2023-07-07 00:51:11 -05:00
AzaezelX 0e1e36bbbb Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/cmake_adjustments 2023-07-06 19:39:18 -05:00
marauder2k7 b0e02d6380 Merge remote-tracking branch 'upstream/development' into GuiInspectorFields 2023-07-04 07:15:27 +01:00
marauder2k7 4abd6d6bc2 Merge remote-tracking branch 'upstream/development' into GuiInspectorFields 2023-07-03 19:19:14 +01:00
AzaezelX 5e6a95866a localization utiity methods
to better adress https://github.com/TorqueGameEngines/Torque3D/issues/1036
2023-06-22 17:52:32 -05:00
AzaezelX fd758b1736 fix forest element inspector 2023-06-17 11:31:32 -05:00
marauder2k7 639ca1c03a Update profiles.ed.tscript
missing profiles
2023-06-10 17:00:09 +01:00
AzaezelX 52093cbde5 Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into alpha41/cmake_adjustments 2023-06-08 13:31:34 -05:00
AzaezelX c61439c2f9 Merge branch 'cmake_adjustments' of https://github.com/Ragora/Torque3D into alpha41/cmake_adjustments
# Conflicts:
#	Engine/lib/assimp/INSTALL
#	Engine/source/console/fileSystemFunctions.cpp
#	Tools/CMake/basics.cmake
#	Tools/CMake/modules/module_testing.cmake
2023-05-27 18:18:17 -05:00
AzaezelX b1f118898e add TypeHints for inspector viewing
typehints operate as an additional label for a given class in the inspector, allowing one to specify what class-entry to use as a tag
examples: Prefab displays prefab filename
TSStatic displays the used shape asset name
SFXEmitter displays the played sound asset
GameBase derivatives display the datablock used
2023-05-23 12:35:07 -05:00
Areloch 667a0db760 Fixed getAssetBy... functions so the lookup loop is more stable and doesn't fail if null results return
Added sanity check to reflectionProbe preview shape so if the material didn't load right, it doesn't crash
Added logic to better control if module groups as a whole should fail if a module dependency in that group fails, defaulted to off
Added sanity check if a shape's material failed to load so it doesn't crash when checking accumulation rules
Added search bar to SimView control for easier use
2023-05-08 21:18:23 -05:00
bank 1099c2d80c
Fix callbacks from PopupMenu
Since 4.0 release, the TorqueScript doesn't keep local vars in stack
when calling `eval()`.
2023-04-21 20:48:01 +03:00
AtomicWalrus 75625dc679 Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
2023-04-14 20:13:28 -06:00
Brian Roberts c08fa359d2
Merge pull request #1009 from Azaezel/alpha41/moduleFileReload
adds a  reloadModuleFiles(%moduleGroup); command
2023-04-11 18:29:40 -05:00
AzaezelX 1b1497d439 adds a reloadModuleFiles(%moduleGroup); command
method checks last module.filename execution via getTimeStamp() the last time it was run, and compares fileModifiedTime to see if the next time that file had been altered.
called in moduleExec
2023-04-08 21:27:43 -05:00
Lukas Aldershaab 1d28ddf734 Cleanup and improve 2023-04-06 15:28:09 +02:00
Brian Roberts 81bf7fc538
Merge pull request #996 from Azaezel/alpha41/furtherFontFixes
cut control chars for font population
2023-03-18 15:03:37 -05:00
Brian Roberts 3529a31d0f
Merge pull request #997 from Areloch/ExpandedEditorToolstuffs
Adds expanded ability to create and insert specialized script-based inspector fields
2023-03-18 15:03:20 -05:00
Areloch bd07ce4f2a Adds a Prototyping datablock for a pick-up able item 2023-03-18 14:56:47 -05:00
Areloch f9f022a1b9 Added proper default setting for alwaysPromptModuleTarget editor setting
Swapped the scan checking for editor scripts with dso being preferred first
2023-03-18 14:53:42 -05:00
Areloch 2f40b843d4 Adds expanded ability to create and insert specialized script-based inspector fields
Adds logic during the editor script initialization to let game modules have embedded tools
Changed setting to force prompt for target modules when creating things like datablocks to minimize confusion about where they save to
2023-03-18 02:22:47 -05:00
AzaezelX fd02044d20 cut control chars for font population
zip referenceablilty for font files
2023-03-17 23:02:27 -05:00
AzaezelX 73e3b44e12 guiprofiles augs
guiprofiles now have additional options: borderSEL and borderERR in keeping with the fillcolor variants. fontColors now also takes an optional ERR entry on the backend, though that remains unleveraged at time of writing.
guiiconbuttonctrl now uses the expanded list in conjunction with renderFilledBorder
asset browser profiles now contain a AssetBrowserProtoProfile that type-profiles derive from for consistency in border selection, highlight, (and down the line error)  colors and border thickness while maintaining type-sepcific border color entries for general display
2023-03-16 17:21:07 -05:00
Brian Roberts d887c27d95
Merge pull request #994 from Azaezel/alpha41/fontcachegen
revise populateallfonts()
2023-03-15 18:22:44 -05:00
AzaezelX 07b3cba378 fix font cache attempting to start with char 0x0, time delay generation by one second per to mitigate ap choke 2023-03-15 18:22:14 -05:00
AzaezelX f22464b056 revise populateallfonts
rewritten to be a full itteration of all unique combos of font+size used by any currently loaded guicontrolprofile
2023-03-15 06:24:25 -05:00
AtomicWalrus 4b678a3e3b Prevent double onAdd script call for GameBase objs
Adds a check to skip this the first time onNewDataBlock is called (when the object is created) to prevent double-calling onAdd
2023-03-15 00:05:01 -06:00
AtomicWalrus e552b904ab Only project to farplane to avoid hang/crash w/ high fardist
Unproject depth (z coord on input) is normalized, 0=nearclip, 1= fardist
2023-03-13 00:42:22 -06:00
Brian Roberts bab419fd65
Merge pull request #986 from Azaezel/alpha41/assetCleanups
Alpha41/asset cleanups
2023-03-09 21:10:22 -06:00
AzaezelX ee2fc4804a pt2: name conflict resolution for files gened from an ealier rev of the autoconvert wizard 2023-03-07 16:09:11 -06:00
AzaezelX 9a5e0829ff misc asset bit cleanups
pt1) camera_shape misconversion leftovers
2023-03-07 15:15:12 -06:00
AzaezelX b72472ee05 tag the terrain material diffuse tool label with more context
the name alone doesn't make it clear that that texture is stretched over the whole map and sampled to create the _basetex.dds files
2023-03-04 16:03:05 -06:00
AtomicWalrus 50acaec19c Fix handling of filenames starting with ./
Restores a line for removing double slashes that got caught in a comment block
2023-02-26 16:00:09 -07:00
Brian Roberts a51bccf222
Merge pull request #973 from AtomicWalrus/KeyBindingScriptFixes
Key rebinding script fixes
2023-02-26 14:27:43 -06:00
Areloch 33ac4a0864 Corrects the dirt lens image reference from filepath to assetId to not have overhead having to look up the asset each frame when setting the postFX 2023-02-26 12:58:50 -06:00
AtomicWalrus 732d76d17c Key rebinding script fixes
Fixes two issues:
-Bindings after the first page were not pointing to the correct remapping entries when actually remapping. Were populating the name and button image correctly, but first item on every page pointed to first item on first page.
-Keybinds were never being saved to file if your action maps all had long-form ("human readable") names defined.
2023-02-25 03:14:30 -07:00
AtomicWalrus 13fec9bb80 Squashed commit of the following:
commit 678d0ea2357915c6502af90083f1d34b6b21b7b4
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 20:46:15 2023 -0700

    Removed some commented-out code

commit 4a149157f7a7b781e2246b1417b144625ff559cd
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 20:42:03 2023 -0700

    Remove un-used instance of the blendHardness var

commit e5dc42adef00ed371cbc89b731ae16889ba68d9a
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:57:51 2023 -0700

    Cleanup un-needed conditionals and other leftover code

commit dccd10010e058f00cd41f5c5c111443f9cb71721
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:05:31 2023 -0700

    Use validator instead of protected field (2)

commit 4cc7f1d32fcc6ab788de54bb38763283fbd5533e
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:03:40 2023 -0700

    Use validator instead of protected field

commit e8d7e1731e383a99e8a0539d23a3b04f9c252491
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 15:34:48 2023 -0700

    Terrain macro textures and blending hardness
2023-02-20 20:47:46 -07:00
Brian Roberts 2d946f693a
Merge pull request #965 from Azaezel/alpha41/moduleExec
callonmodules perf tweaks
2023-02-18 00:51:41 -06:00
Areloch 0e0cc0b83a Ensures that if no client camera is defined when attempting to swap into an editor camera mode, it makes one so that the normal editor camera modes can work as expected
Adds sanity check to default onNewDatablock function on the GameDatablock namespace in case the onAdd or onRemove functions aren't defined, we don't spam the console
2023-02-18 00:40:55 -06:00
AzaezelX 992a610d9f callonmodules perf tweaks
callonmodules skips out on file execution tracking
new moduleExec method retains the old functionality for module file execution filtering
2023-02-17 05:49:16 -06:00
Brian Roberts 36771d9f0b
Merge pull request #959 from Azaezel/alpha41/guiiconBorderfix
fix GuiIconButtonCtrl not taking borderThickness entires
2023-02-15 14:37:43 -06:00
AzaezelX 57037080b2 add an ignoreLighting entry to materials
by request:, flag to utterly ignore lighting in favor of the base texture
2023-02-14 20:57:44 -06:00
AzaezelX 76a7b024e8 fix GuiIconButtonCtrl not taking borderThickness entires 2023-02-14 17:32:31 -06:00
Areloch 5c52d565bc Fixes the command build for the Navmesh's Follow test tool so it doesn't create a parse error 2023-02-02 00:30:02 -06:00
AzaezelX e83028d9ae preserve glowmap operating as faux lights for probes via oversaturation
(cherry picked from commit 5a2e04838e)
2023-01-20 23:51:36 -06:00
marauder2k7 556937ec09 Initial Commit
(cherry picked from commit 05a2f8c4cf)
2023-01-20 23:51:03 -06:00
Brian Roberts 95b8028e5a
Merge pull request #943 from Azaezel/alpha403/emissiveToReciveShadows
emissive  to recivesShadows
2023-01-09 15:28:30 -06:00
AzaezelX 543eac4720 clean up lefotvers 2022-12-29 13:54:26 -06:00
AzaezelX 645f88d4af emissive to recivesShadows
now we've got a glow mask and multiplier, ditch the emissive flag in favor of a proper recivesShadows
2022-12-29 13:38:30 -06:00
AzaezelX 8821f62b0c misc fixes
utilize specialty case soundarray macros.
 slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
Areloch 00c27095f7 Establishes a common namespace for Module ScopeSet objects to make it easier to work with function calls out of module namespaces 2022-12-22 00:02:34 -06:00
Brian Roberts ad78f8686c
Merge pull request #932 from Azaezel/alpha402/LevelLoadInjection
adds a mechanism to inject additional steps into mission loading
2022-12-18 11:05:09 -06:00
Brian Roberts 7d02eea6e4
Merge pull request #938 from Areloch/OptionsAndRemappingFixes
Misc fixes for options and key remapping
2022-12-16 01:26:12 -06:00
Areloch f2585fea4d Fixes handling of click/activation events on keybind options ctrls so clicking on it at all activates it, instead of needing to click on the button image specifically
Adjust the scaling of the options rows to be a consistent 50/50 divide between the options name and the actual options values to make the layout and scaling consistent
Fixes key remapping behavior to work properly
Added SubHeader text gui profile that is centered
Made the remapping gui control be stylistically consistent to messageboxes
2022-12-16 00:35:16 -06:00
Brian Roberts d8b2ffbce0
Merge pull request #933 from Azaezel/alpha402/bloomBashing
bloom operates off of color>1.0. adjust defaults to suit
2022-12-15 02:33:12 -06:00
Brian Roberts 7c90f6e680
Merge pull request #937 from Azaezel/alpha402/rtTrouble
fix bad rtParams refrence
2022-12-15 02:32:41 -06:00
AzaezelX 4deae92c48 fix bad rtParams refrence 2022-12-14 23:07:35 -06:00
AzaezelX 29e06fc327 refactor, with the following wrappers to keep in mind:
Core_ClientServer.clearLoadStatus();
Core_ClientServer.inishMapLoad();
Core_ClientServer.FailMapLoad( %moduleName, %isFine);
Of special note: the postevent method must only take one entry, so we store off  Core_ClientServer.failedModuleName = %moduleName; priorto triggering the event so that the failing module can be reported.
2022-12-12 14:07:52 -06:00
AzaezelX 78cb2e1d80 adds a fail state method+event to the load chain
at time of writing:
    Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", false );
kicks players and closes the server
    Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", false );
proceeds to continue loading reguardless
2022-12-12 13:02:11 -06:00
Areloch 6f8df41c6d Remove debug messaging that isn't needed with the drag-n-drop field behavior 2022-12-08 20:18:51 -06:00
Areloch 6162c5da05 Updates the behavior and layout of the ImageAsset, MaterialAsset and ShapeAsset inspector field types to be clearer, with previews and obvious edit buttons
Also fixes drag-n-drop behavior from the AB into the image and shape fields to ensure they update as expected.
2022-12-08 20:00:55 -06:00
AzaezelX 1eb59e77e8 bloom operates off of color>1.0. adjust defaults to suit 2022-12-08 18:36:58 -06:00
AzaezelX 2e47e7d823 adds a mechanism to inject additional steps into mission loading
leverages the EventManager and ScriptMsgListener() classes to set up a third mission load stage triggered by the following flow:
function <module>::onLoadMap(%this) starts an execution chain that leads to <module>::finishMapLoad()
each  <module>::finishMapLoad() MUST contain the line
     Core_ClientServer.GetEventManager().postEvent( "mapLoadComplete" );
once all have called back that they have finished thier tasks, players finish loading into a hosted mission
2022-12-08 14:34:50 -06:00
Areloch 44c894d335 Adds utility function to clean up and standardize the remapping handling for keybinds
Adds sanity check so if no remappable binds are found for an actionMap, it isn't listed in the controls menu
Updates ExampleModule's keybinds to use new utility function
2022-12-06 00:16:13 -06:00
Brian Roberts a304198abb
Merge pull request #930 from Azaezel/alpha402/fixORMChanMap
fix orm vs single channel mapping
2022-12-03 08:55:43 -06:00
AzaezelX 4c50270e25 fix orm vs single channel mapping 2022-12-03 08:54:30 -06:00
Areloch 48680558c7 Fixes the movemap toggle in the options menu 2022-12-03 00:57:03 -06:00
Brian Roberts 120691abee
Merge pull request #923 from Azaezel/alpha402/puppies
adds wetness
2022-11-29 12:33:21 -06:00
AzaezelX af1a93f2e1 bloom fix fallback
-in case a better solution doesn't come along by tuesday
2022-11-27 23:01:36 -06:00
AzaezelX d23ee397e6 adds wetness
cliffsnotes:
   $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
2022-11-21 21:12:23 -06:00
Brian Roberts d40351414f
Merge pull request #920 from Azaezel/alpha402/ramblinRoad
add MeshRoadEditorGui::onRoadCreation callback
2022-11-17 13:48:00 -06:00
Brian Roberts aa7fc26c39
Merge pull request #921 from Azaezel/alpha402/asAboveSoBelow
assign default skybox and groundplane values on creation
2022-11-17 13:47:50 -06:00
AzaezelX d92bc693d3 assign default skybox and groundplane values on creation 2022-11-14 22:06:19 -06:00
AzaezelX 15d5aafadb add MeshRoadEditorGui::onRoadCreation callback
use it, and the RoadEditorGui::onRoadCreation one to assign default road matrials on initial creation
2022-11-14 21:30:13 -06:00
AzaezelX 22f9d54c0b from @GoldenThumbs: HDR editor bloom fix 2022-11-08 10:29:48 -06:00
Brian Roberts 84f1e673fc
Merge pull request #915 from Azaezel/alpha402/sortSorting
correct the moduleDependencySort callback
2022-10-31 19:10:58 -05:00
AzaezelX 9f5824ca3e use default (rue) case for findModules in callonmodules 2022-10-30 14:07:33 -05:00
AzaezelX b48d462fbe debug option for checking module order 2022-10-29 12:11:54 -05:00
AzaezelX 208e375336 parseArgs() followup
links functionality up for the -guieditor and -worldeditor cli/shortcut options
2022-10-25 00:02:51 -05:00
Brian Roberts ea7ca63301
Merge pull request #908 from Azaezel/alpha401/dediserverfixes
dedicated server cleanups
2022-10-01 14:19:42 -05:00
AzaezelX 02aee76fc9 Merge branch 'alpha401/dediserverfixes' of https://github.com/Azaezel/Torque3D-1 into alpha401/dediserverfixes 2022-10-01 01:41:41 -05:00
AzaezelX 4f00c48ff0 sfx bypass doe dediservers. 2022-10-01 01:41:24 -05:00
Brian Roberts 4e9e478742
Update main.tscript.in 2022-09-29 11:58:36 -05:00
Brian Roberts 85169b95f8
Merge pull request #907 from vvv-yeaf/development
console font size slip
2022-09-29 11:56:27 -05:00
vvv-yeaf db08474827 Merge branch 'development' of https://github.com/vvv-yeaf/Torque3D into development 2022-09-29 09:31:41 -03:00
vvv-yeaf 6c51440fe1 console font size oversight 2022-09-29 09:31:16 -03:00
OTHGMars 582751ae42 Resolution change detection.
Makes sure that automatic resolution changes resulting from canvas mode switches are applied.
2022-09-29 03:39:03 -04:00
AzaezelX 8a71a6141f correct the %dedicated var in function parseArgs()
-it's supposed to be a global like the rest.
also by request, added a help.txt file dump to the -help cli arg
2022-09-29 00:51:44 -05:00
AzaezelX f419227d30 conform gl to dx 2022-09-22 13:04:42 -05:00
Brian Roberts 8895dc6549
Merge pull request #903 from vvv-yeaf/development
Fix for Linear Tonemapper color space
2022-09-22 12:58:30 -05:00
vvv-yeaf 5fedd9b857 Fix for Linear Tonemapper color space 2022-09-22 14:26:28 -03:00
Brian Roberts 21479e80e5
Merge pull request #902 from vvv-yeaf/development
Editor GUI Update pt.2
2022-09-20 20:48:17 -05:00
vvv-yeaf 27b488f801 Merge branch 'development' of https://github.com/vvv-yeaf/Torque3D into development 2022-09-20 22:31:26 -03:00
vvv-yeaf 3d41ac7d79 Editor GUI Update PT.2
- Console color scheme + increased font size
- Changed bar extend
- fixed highlights
2022-09-20 21:59:05 -03:00
Brian Roberts 3f78e90870
Merge pull request #901 from Azaezel/alpha401/smaaSlippage
fix smaa backbuffer  colorspace
2022-09-20 19:28:58 -05:00
AzaezelX b54a03d388 fix smaa backbuffer colorspace
as we do not at time of writing have a specifier for what colorspace to load a backbuffer in, we leverage the old toGamma and toLinear macros to upshift the backbuffer for lumina edge detection via a clone
2022-09-20 19:12:21 -05:00
AzaezelX 752f94b11e ligh shader final review
1) prunes extraneous garbage variables from GFXStateBlockData
2) re-orgs texture slots for lights as follows to better support stateblock slots:
0-norm|depth buffer
1- shadowmap
2-taprotationtex
3-colorbuffer
4-maitinfobuffer
5-cookiemap (AL_ConvexLightState only)
2022-09-20 17:01:42 -05:00
Lukas Aldershaab 644a7d7989 Add collision meshes to prototyping primitives 2022-09-20 22:35:21 +02:00
Areloch f93f7cce21 Properly saved edit for glsl file to remove macro define 2022-09-16 17:54:34 -05:00
Areloch 5e9d7d63a1 Adjusts handling for httpObject class so that if curl flag is off, files are not included and references are disabled to avoid compilation issues
Adds SMAA anti aliasing
Adjusts AA option setting to properly work and facilitate SMAA
Added defaults for AA to facilitate SMAA
Updated brightness and HDR values on Example Level to comply more closely to the Editor default to give better default results
Fixed issue where ShapeEditor wasn't initialized properly when we'd open it from the Asset Browser
2022-09-16 16:16:12 -05:00
AzaezelX a2145bb398 fix ab CreateNewModule appending ScriptFile extension
exec et al no longer need the extension spelled out, and it can actively get in the way
2022-09-14 20:10:45 -05:00
vvv-yeaf b5fb864ad6 Editor GUI Update 2022-09-13 19:55:27 -03:00
vvv-yeaf f08d2f74f8 Merge branch 'Misc-HDR-And-Levels' of https://github.com/vvv-yeaf/Torque3D into Misc-HDR-And-Levels
# Conflicts:
#	Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl
#	Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl
2022-09-11 18:50:54 -03:00
vvv-yeaf 1212e72d11 Updated default levels and pre-exposed ACES Tonemapper 2022-09-11 18:31:19 -03:00
vvv-yeaf 309138699b Updated default levels and pre-exposed ACES Tonemapper 2022-09-11 10:37:55 -03:00
AzaezelX 2016f5a7f9 bloom gl compile fix 2022-09-10 01:10:47 -05:00
AzaezelX eff457b00d shift the probe file colorspace to gamma
seems the math is mangling for the capture to irradiance and prefilter hard files. as a temporary measure till we can better dig, shifting the result via toGamma
2022-09-08 13:40:24 -05:00
AzaezelX e4d0122ea4 fix playerbot mounts 2022-09-07 15:13:12 -05:00
AzaezelX d826398f2d prototyping:playerbot look fix
need to pad the look animation out beyond 1 frame
it gets confused trying to lerp along the timeline otherwise
2022-09-04 16:07:20 -05:00
Brian Roberts 70081f01b9
Merge pull request #880 from Areloch/FullscreenFix_and_BloomPref
Fullscreen 'Fix' and Bloom Pref
2022-09-04 09:05:17 -05:00
Areloch 628532d006 Temp disables fullscreen on Windows platform due to various system behavioral issues with it
Integrates the HDR's bloom toggle into the Shader Quality setting
2022-09-03 14:40:10 -05:00
Brian Roberts c0853c49d2
Merge pull request #879 from lukaspj/fix/transparent-kork
Make Kork Chan transparent by default
2022-09-03 12:35:16 -05:00
Lukas Aldershaab 6991d5e789 Make Kork Chan transparent by default 2022-09-03 19:36:41 +02:00
Brian Roberts 9b783784b1
Update default.postfxpreset.tscript 2022-09-02 12:05:58 -05:00
Areloch f4a6a0f7ae
Merge pull request #875 from GoldenThumbs/development_gld
New Bloom Post Processing Effect
2022-09-01 23:57:43 -05:00
Samuel Skiff 54ac395c1b Bloom Fix & Tweaks 2022-09-01 02:04:55 -05:00
Samuel Skiff c8e950ccbc Merge Bloom post effect with HDR post effect 2022-09-01 00:48:16 -05:00
AzaezelX ed200ce1ef from @oth_mars - fix borderless value lookup 2022-08-31 17:12:34 -05:00
vvv-yeaf d9a133e66d Splash Screen Replecement
Updated splash screen to be more eye pleasing until a better one is made!
2022-08-30 17:51:20 -03:00
Samuel Skiff e9be30b932 Convert Tabs to Space & Enable Glow Effect 2022-08-30 05:37:58 -05:00
Samuel Skiff 606da2e8ba Merge remote-tracking branch 'refs/remotes/upstream/development'
Conflicts:
	Templates/BaseGame/game/core/postFX/scripts/default.postfxpreset.tscript
2022-08-30 05:16:25 -05:00
Samuel Skiff 76bdccd244 Bloom Tweaks 2022-08-30 05:10:26 -05:00
Samuel Skiff 02be085847 Merge remote-tracking branch 'refs/remotes/upstream/development'
Conflicts:
	Templates/BaseGame/game/core/postFX/scripts/default.postfxpreset.tscript
2022-08-30 02:01:29 -05:00
Samuel Skiff af60fcb709 Bloom Tweaks (& Improvements, Thanks yeaf!) 2022-08-30 01:34:30 -05:00
Areloch fb5ad738e0
Merge branch 'development' into MiscFixes20220829 2022-08-30 01:31:42 -05:00
Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo)
Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency
Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency
Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage
Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems
Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
2022-08-30 01:29:39 -05:00
AzaezelX 4590e14a13 Merge branch 'GuiProfileSoundAssets' of https://github.com/marauder2k9-torque/Torque3D into alpha401/resolveAudioConflict
# Conflicts:
#	Templates/BaseGame/game/data/UI/UI.tscript
#	Templates/BaseGame/game/data/UI/sounds/buttonClick.asset.taml
#	Templates/BaseGame/game/data/UI/sounds/buttonHover.asset.taml
2022-08-29 17:47:07 -05:00
marauder2k7 5d85664b40 Change GuiProfile to use Sound Asset
-Added SoundAssetInspector to bypass circular issue
-Added SoundAsset to GuiTypes
2022-08-29 23:40:51 +01:00
AzaezelX 53b0f0530c soundasset sourcegroup fallback
ensure if there's no assigned sourcegroup, we at least point at "AudioChannelMaster" so overall sound volume can have it's say
turn on button hover and click profiles by unremming the file
assign hoverasset and buttonclick assets to audioChannelGUI
todo: sort volume hooks for non-AudioChannelMaster
long term: resolve the requirement that gui profiles need direct sound profiles instead of the capacity to take assets
2022-08-29 16:36:17 -05:00
Samuel Skiff 1f0ff8e418 Bloom Tweaks 2022-08-29 04:55:36 -05:00
Samuel Skiff e4999a3351 Bloom GL Fix 2022-08-29 00:11:08 -05:00
Samuel Skiff ce1a542d69 Bloom Tweaks 2022-08-28 23:31:03 -05:00
AzaezelX eda7862f7d correct tag 2022-08-28 23:23:01 -05:00
AzaezelX 433149a0af mat3 is the other hand from matrix3x3
also vec3 from float3 for consistency
2022-08-28 22:58:40 -05:00
AzaezelX 05409537b0 eroneous convertsion leftover 2022-08-28 22:31:01 -05:00
AzaezelX 7efc7281db from yeaf - HDR revamp
gl side is wipwork
2022-08-28 22:24:23 -05:00
GoldenThumbs 6832086ecb
Merge branch 'TorqueGameEngines:development' into development_gld 2022-08-27 20:35:13 -05:00
AzaezelX 111f0c840d probe capture cleanups pt1
fix high-metalness object capture (had the lerp the wrong direction for canceling out NULL-ibl due to full metallic)
use dStrcmp for (Con::getVariable("$Probes::Capturing", "0") comparisons. and early out on rendering probes when we are capturing, not when we aren't.
2022-08-27 17:25:35 -05:00
GoldenThumbs 666de4ab36
Merge branch 'TorqueGameEngines:development' into development_gld 2022-08-27 00:23:36 -05:00