Commit graph

103 commits

Author SHA1 Message Date
DavidWyand-GG 3baf6d83c4 Underwater Fixes
- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane.  This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence.  Moved this code to fog.cs to be
with the underwater postFX.
2013-11-04 18:41:31 -05:00
DavidWyand-GG 2077632a92 Turbulence respects side-by-side rendering
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders.  This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
DavidWyand-GG 17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
thecelloman 7b77b4a377 Fixes the filepath for the managed ParticleFX data that onServerCreated() looks for. 2013-10-28 14:23:05 -04:00
DavidWyand-GG 15673810c6 Expand PostFX Viewport Options
- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -04:00
DavidWyand-GG 88f2a4d903 Viewport fix for PostFX and SSAO
- General fix for PostFX render targets to properly support the GFX
viewport setting.  This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property.  This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
2013-10-24 00:28:13 -04:00
DavidWyand-GG 85730dfb59 Oculus Rift Improvements
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader.  Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script.  Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods.  The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
SilentMike 7a3378e71a Merge pull request #491 from Azaezel/playerDustSupport
Player dust support
2013-10-11 11:07:44 -07:00
SilentMike 3b6854371b Merge pull request #489 from Azaezel/365
fix for issue #365
2013-10-11 10:59:48 -07:00
Azaezel 3fe7e55c38 assigns a texture to the player's LightPuff particle. assigns colorization and sound to stock terrain materials. for full reproduction verification, you'll find some soldier_riged.cs addTrigger entries at: http://www.garagegames.com/community/forums/viewthread/134669 (still haven't had time to revisit that and snag good looking times, but this'll leave just that for someone to knock out.) 2013-10-03 05:03:21 -05:00
Azaezel 7a6c0d524f fix for issue #365 2013-10-03 03:49:44 -05:00
Azaezel c4e9e5db99 fix for issue 484 2013-10-03 03:24:49 -05:00
DavidWyand-GG e917f1ea14 Allow audioData.cs.dso to execute
When using only compiled scripts, the isFile( "./audioData.cs" ) would
fail for audioData.cs.dso causing none of the audio data to load.  The
correct method is to use isScriptFile(), along with a fully qualified
file path, to check for either the .dso or .cs files.
2013-09-04 19:02:46 -04:00
SilentMike 884863a478 Merge pull request #457 from smally/ai_player_slowdown
AIPlayer path node slowdown
2013-08-19 08:24:27 -07:00
SilentMike f6efe41728 Merge pull request #460 from Azaezel/Particles
Particles
2013-08-19 08:22:04 -07:00
SilentMike 51204ee826 Merge pull request #447 from Bloodknight/BKS_BigBrush
Increase terrain editing and painting brush max sizes
2013-08-07 12:03:27 -07:00
Brian Roberts 0c88a12b83 adds an ejectionOffsetVariance entry to particle emitters, which adds a buffer zone to ejectionOffsets (IE: let's us make rings, and the like.) 2013-08-06 13:36:17 -05:00
cpusci 140892e032 Updates AIPlayer script class to account for looping paths and slows the aiplayer down on the lastnode if it's not a looping path. 2013-08-05 09:28:58 -05:00
cpusci 8476242bdf Update to turbulence PostFX to improve the visual effect of being underwater. 2013-07-30 07:17:53 -05:00
Bloodknight 3d38dc60eb Increase terrain editor and painter max brush size to 256 x 256 2013-07-28 02:26:29 +01:00
SilentMike afc40ae714 Merge pull request #433 from eightyeight/recast-pull-navigation
Recast part 3: wrapper classes
2013-07-22 11:33:47 -07:00
Daniel Buckmaster df2abed2c4 Added navmesh wrapper code and module. 2013-07-04 17:27:48 +10:00
Taras Podoroga 0b6b7f73c5 There is no /shape/ subdirectory in art/particles any more. 2013-06-24 14:08:40 +03:00
DavidWyand-GG bbd4a622ea Underwater caustics default to off 2013-05-08 18:59:15 -04:00
Ron Kapaun f01afa7e9a New PostFx (Underwater, Turbulence, and Camera Based Motion Blur) 2013-05-07 18:08:53 -04:00
thecelloman a46c55d853 Add a default RadioControl Profile and image asset back to the Templates. 2013-05-07 14:02:43 -04:00
DavidWyand-GG f5ecca919f Removed both PhysX templates
Starting with Project Manager 2.0 it is easy to add the PhysX physics
library (and Bullet physics library) to any project.  The two PhysX
templates are no longer required.
2013-05-07 12:02:45 -04:00
Ron Kapaun b63036e919 Community Resource (scattersky fog fix) 2013-04-29 19:34:22 -05:00
thecelloman f9d52147ac Version number change.
Also adds console functions to get the user's application version.
2013-04-23 23:09:21 -04:00
Ron Kapaun 808f1a5beb Scatter Sky Community Fixes
Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
David Wyand 2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike 20b8294282 Merge pull request #287 from xoltan/terrainmacro
Terrain Macro Texture
2013-04-18 08:50:06 -07:00
thecelloman 3934c3bbbe Default to an empty field for cubemap in the river and other water object builder script. 2013-04-17 23:13:26 -04:00
thecelloman d3d11e0a6c Remove unused and duplicate sounds. 2013-04-11 15:37:40 -04:00
thecelloman 48942d8dd0 Remove unused weapon scripts in Full Template
soldiergun.cs
grenadeLauncher.cs
rocketLauncher.cs

These scripts defined functionality that is not implemented for any of the current weapons.
2013-04-11 11:53:18 -04:00
SilentMike a9643a448d Merge pull request #327 from thecelloman/smoothslope
Add a new Terrain brush action:  Smooth Slope.
2013-04-10 14:47:09 -07:00
thecelloman 8eb0e98f86 Add a new Terrain brush action: Smooth Slope.
This smoothes the terrain using a linear regression algorithm.  Exists alongside the oldstyle height averaging action -- options are good!
2013-04-10 08:44:22 -04:00
DavidWyand-GG de7a72d82a Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
David Wyand 2805ec81c8 Merge pull request #324 from DavidWyand-GG/SideBySideRendering
Side by side rendering
2013-04-09 12:43:58 -07:00
DavidWyand-GG b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
SilentMike b1a2140e61 Merge pull request #323 from thecelloman/fixteleportflash
Use correct dragCoefficient value in TeleportFlash
2013-04-09 11:00:14 -07:00
SilentMike 5fc1316869 Merge pull request #322 from thecelloman/fixcustomprofiles
Correct customProfiles.cs execution.
2013-04-09 10:40:33 -07:00
thecelloman bc9ec2fad3 Use correct dragCoefficient value in TeleportFlash 2013-04-09 06:24:19 -04:00
thecelloman 67de30b0e1 Correct customProfiles.cs execution.
This removes a duplicate and erroneous attempt to load the customProfiles.cs script.  Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs
2013-04-09 06:01:53 -04:00
thecelloman 1a87d56116 Clean up the cheetah's onLoad() TSShapeConstructor script
This prevents some console spam due to erroneous node removal requests.
2013-04-09 05:32:05 -04:00
SilentMike 028142428e Merge pull request #315 from thecelloman/edbuttons
Add buttons to the MainMenu to access the Editors.
2013-04-08 13:52:26 -07:00
thecelloman 73a55c53a4 Add buttons to the MainMenu to access the Editors. 2013-04-08 16:48:14 -04:00
SilentMike 0d9d321ec8 Merge pull request #314 from thecelloman/terrainfxmat
Add missing terrain related materials.
2013-04-08 10:42:02 -07:00
thecelloman 88b75a1847 Add missing terrain related materials.
This prevents the "cannot find material X" messages in the console.  These psuedo materials are what enables footstep sounds and footpuffs on terrain materials.
2013-04-08 13:30:03 -04:00
thecelloman 684dec4a12 Add and remove relevant file execs for the new weapon fx usage in previous commit, pull request #312 2013-04-08 12:40:46 -04:00