rextimmy
59f1c331c1
Linux vix shader fixes
2016-06-21 17:02:44 +10:00
Areloch
963ef1ecdb
Merge pull request #1654 from Azaezel/shape_mounting
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Shape mounting
2016-06-20 13:15:35 -05:00
Areloch
80dcf3eba5
Merge pull request #1643 from Azaezel/TriggerTrouble
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corrects https://github.com/GarageGames/Torque3D/issues/1273
2016-06-18 11:54:41 -05:00
Azaezel
e9039b2261
Revert "Mounting demo script"
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This reverts commit fb1fb5b7f39e4acb5a474789443cbe66b00cc414.
2016-06-17 10:41:38 -05:00
Azaezel
161cdcb02d
Revert "Updated demo script"
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This reverts commit b288411d1f16d499f59ac89a5070dc88889ed043.
2016-06-17 10:41:06 -05:00
OTHGMars
b8565b2b80
Updated demo script
2016-06-17 10:41:05 -05:00
OTHGMars
16c547306f
Mounting demo script
2016-06-17 10:41:03 -05:00
John3
c7917e566c
cleanup observeParameters
2016-06-15 23:17:00 -05:00
John3
072e7ad563
clean up observeParameters
2016-06-15 23:02:42 -05:00
John3
66194245ff
clean up energyPerDamagePoint
2016-06-15 23:00:13 -05:00
Azaezel
b4dfb9ad08
corrects https://github.com/GarageGames/Torque3D/issues/1273 with suggested resolution
2016-06-09 13:23:37 -05:00
Areloch
3a73344abb
Resolves merging-order conflicts for the vehicle physics PR, as well as correcting cmake not blacklisting the componentGroup files if TORQUE_EXPERIMENTAL_EC was flipped off.
2016-06-05 19:17:34 -05:00
Areloch
5122360552
Merge pull request #1587 from Areloch/ProfilerMenuTool
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Profiler toggle and World Editor menu entry.
2016-05-31 23:32:31 -05:00
Areloch
823fc41abc
Merge pull request #1620 from John3/spaceFolderSceneTree2
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Bug space folder in scene tree 2
2016-05-31 23:28:45 -05:00
Areloch
2464b620ba
Fixes several minor initialization issues that were causing problems with deletion/management of components and entities.
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Also makes the ThirdPersonPlayer game object editor selectable again by removing an erroneously set field.
2016-05-31 12:51:23 -05:00
Areloch
bbf7865a77
Makes sure if you don't spawn a game object into MissionGroup, it spawns it into MissionCleanup.
2016-05-30 21:30:02 -05:00
Areloch
ec8882c3c8
Ensuring all names are the correct casing for Linux
2016-05-26 01:37:14 -05:00
Areloch
fb7e4f92ef
Adds in a GameObjects folder that lists all available game objects to the Scripted objects tab in the creator panel in the editor.
2016-05-25 22:16:24 -05:00
Areloch
ee6d9961e3
Merge pull request #1582 from Azaezel/SubSurf
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Reimplements a form of subsurface scattering
2016-05-25 13:35:44 -05:00
Areloch
358bbdb740
Removed script calls to some fields that no longer exist, which was causing console errors.
2016-05-25 13:32:20 -05:00
Areloch
9d47830a8b
Merge branch 'development' of https://github.com/GarageGames/Torque3D into development
2016-05-24 20:09:53 -05:00
John3
4bb63f277e
change pipe to underscore and fix prefabs assets
2016-05-21 15:10:35 -05:00
Areloch
6517b86491
Editor integration for creation of entities and GameObjects.
2016-05-21 11:47:10 -05:00
John3
7ae1d3d996
Bug space folder in scene tree.
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Fix by David Robert Pemberton
https://www.garagegames.com/community/blogs/view/22295
You can see the folder "soldier actor"
<img src="http://i.imgur.com/8XSWrrF.png "/>
2016-05-20 17:04:56 -05:00
Areloch
acf6ddb1ce
Merge pull request #1617 from Azaezel/deferedWrapupOrder
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removes w=z trick (was causing fisheye, effectively)
2016-05-20 00:10:33 -05:00
Areloch
de276fc8b8
Merge pull request #1586 from Areloch/NetSimNetGraph
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Expose Network Sim fields on NetGraph gui
2016-05-18 23:13:12 -05:00
Azaezel
d79b9a2988
removes w=z trick (was causing fisheye, effectively)
2016-05-18 06:38:13 -05:00
Areloch
36bb0b3c54
Minor corrections to some component scripts to clear old references.
2016-05-17 23:57:30 -05:00
Areloch
f703a84218
Duplicates the missing samplerstate configurations in the empty template, for parity.
2016-05-16 13:21:44 -05:00
Areloch
01dbbb580d
Merge branch 'sliperySamplerState' of https://github.com/Azaezel/Torque3D into development
2016-05-16 10:59:48 -05:00
Areloch
6fe0b1789d
Adds some example components, game objects and the tools and scripts to utilize them.
2016-05-15 16:24:47 -05:00
Azaezel
c104313f43
updated empty template with stray script files from devhead that had yet to be converted
2016-05-08 21:21:52 -05:00
Areloch
c645475e56
Adds in some missing script functions that let projectiles damage and destroy physics shapes.
2016-04-26 11:30:24 -05:00
Azaezel
3d6803865c
missing samplerstate configurations
2016-04-25 11:36:23 -05:00
Areloch
25d2fd877b
Makes the profiler pop-up act on a toggle, and also adds an entry into the World Editor's Tool menu to easily activate it.
2016-04-20 01:06:31 -05:00
Areloch
587ab6a39e
Adds 2 fields to expose the net simulation functionality more readily to the NetGraph GUI.
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Also added a Tools option to the World Editor menubar, with the NetGraph as the first option to make it easier to activate the NetGraph in the editor.
2016-04-20 00:46:41 -05:00
Areloch
bab55d46a9
Merge pull request #1555 from Azaezel/CausticCaustics
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fix for broken caustics reference
2016-04-19 22:04:00 -05:00
Azaezel
88356ae37f
subsurface followup: cleanups and corrections for vectorlightP, fillins for spot, point, and opengl equivalents
2016-04-15 16:06:10 -05:00
Azaezel
00cc949011
reimplements a form of subsurface scattering
2016-04-15 00:20:55 -05:00
Areloch
60ffb8e902
Merge pull request #1568 from Azaezel/soSensitive9001
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case sensitivity typofix
2016-04-10 09:28:47 -05:00
Azaezel
df3cb6cb44
case sensitivity typofix
2016-03-25 18:46:25 -05:00
rextimmy
3a9b50f702
Direct3D11 common shader changes.
2016-03-20 21:50:21 +10:00
Azaezel
7f4bfad10a
fix for broken caustics reference
2016-03-16 23:54:47 -05:00
Azaezel
1c854b6009
opengl crashfix pow(x,y) needed to be passed matching vartypes.
2016-02-29 04:17:42 -06:00
Areloch
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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Deferred shading
2016-02-27 15:08:20 -06:00
Areloch
c0e29d4a22
Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections.
2016-02-27 13:13:12 -06:00
Anis
a34cf9e3f9
Merge pull request #1185 from MusicMonkey5555/script-improvements
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Improved file open dialogue
2016-02-26 23:01:24 +01:00
Azaezel
ca2ffea6cd
Merge branch 'development' of https://github.com/GarageGames/Torque3D into ColorPickerAdvanced
2016-02-21 15:30:54 -06:00
Anis
5947933f99
Merge pull request #1434 from blackwc/fullscreen-cli-fix
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fullscreen and windowed mode cli fix
2016-02-19 16:59:42 +01:00
Azaezel
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00