Commit graph

3584 commits

Author SHA1 Message Date
Azaezel
1c23583fba world editor spline lerp display. advancedist controls size between steps. highlighted the tip of the arrows 2015-11-02 15:12:49 -06:00
Azaezel
aacbd5d2bc red to blue so you can easier tell which way the triangle is pointing at a glance 2015-11-02 14:57:26 -06:00
Azaezel
fd56496e61 recolor and rescale for path marker representations to make those easier toi distinguish and interact with 2015-11-02 14:24:50 -06:00
Areloch
165cdb64e9 Merge pull request #1322 from Areloch/String_isEmpty_Convert
Replace uses of dStrIsEmpty with new String::isEmpty
2015-10-31 23:40:13 -05:00
Areloch
db7363df12 Merge pull request #947 from eightyeight/trigger-inheritance
Make Trigger friendlier towards inheritance
2015-10-29 22:06:59 -05:00
blackwc
ca37e9f84e fix playJournal instruction in comments 2015-10-28 22:52:16 -04:00
blackwc
bba604a043 playJournal fix and removed depcrecated command line options 2015-10-28 22:46:17 -04:00
Areloch
000649e840 Merge pull request #1452 from rextimmy/skybox_vertex_format_fix
Corrected SkyBox vertex format
2015-10-27 01:00:24 -05:00
Areloch
48d38ca803 Merge pull request #1447 from blackwc/radioButton-image-new
improved radio button
2015-10-27 00:26:21 -05:00
rextimmy
27720cb786 Corrected SkyBox vertex format 2015-10-26 21:08:12 +10:00
Areloch
8253bcc343 Merge pull request #1446 from rextimmy/water_vertex_format_fix
Looks to work fine. Thanks!
2015-10-24 02:12:46 -05:00
blackwc
ea1931d215 improved radio button 2015-10-23 20:37:22 -04:00
rextimmy
9c6ff1775b Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
Areloch
4db84b34d0 Merge pull request #1418 from JeffProgrammer/gpushader4
Looks fine
2015-10-22 00:02:58 -05:00
Areloch
a72802b677 Merge pull request #1435 from Azaezel/glowDebugEmpty
Looks good
2015-10-21 00:56:59 -05:00
Areloch
aba6cf2d9e Merge pull request #1436 from Azaezel/ribbonShadersEmpty
Agreed, it makes sense that the shaders are common, so that people can start with empty and add their own art without worrying about stuff not working as expected.
2015-10-21 00:51:22 -05:00
Areloch
f41f9fb7c8 Merge pull request #1431 from blackwc/sfxCompareProvider-fix
Seems to work fine.
2015-10-19 22:20:18 -05:00
Areloch
0f8d4d30ab Merge pull request #1444 from rextimmy/scattersky_fix
Seems good
2015-10-19 19:07:25 -05:00
rextimmy
af9ad17ad6 Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky. 2015-10-19 21:15:59 +10:00
Azaezel
348a0f20d9 Looks like according to reports, they also weren't checking for physicsshapes. 2015-10-18 23:48:29 -05:00
rextimmy
246785a8bf Removed unused vertex formats from ScatterSky 2015-10-16 21:30:39 +10:00
Areloch
a75d8fecea Merge pull request #7 from Azaezel/taml
transcription error was messing with addProtectedField for arrays
2015-10-14 17:29:38 -05:00
Azaezel
dd3c20ece6 transcription error was messing with addProtectedField for arrays 2015-10-14 10:11:58 -05:00
Azaezel
2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Areloch
1f72245772 Some cleanup and adding in the necessary changes to cmake. 2015-10-13 15:50:30 -05:00
Areloch
7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00
Azaezel
215ae1429e ensures opengl texSpaceMat is initialized from the get-go (whines in console otherwise) 2015-10-11 22:47:33 -05:00
blackwc
ef5bdc66d3 fullscreen and windowed mode cli fix update 2 2015-10-11 02:34:21 -04:00
Azaezel
2da94ed4ee explosion cover miscalc
%distscale can actually end up negative. causes miscalculations for applyimpulse and the like (or even healing if you've hacked in the capacity for negative damage)
2015-10-09 17:43:00 -05:00
Azaezel
a100a00c99 missing ribbon shaders, empty template 2015-10-07 05:40:05 -05:00
Azaezel
e0c275b56b missing empty template glow pass debug tool 2015-10-07 05:36:44 -05:00
blackwc
5239c2f183 fullscreen and windowed mode cli fix update 2015-10-07 04:56:36 -04:00
blackwc
6d6055c873 fullscreen and windowed mode cli fix 2015-10-07 03:28:48 -04:00
Azaezel
ad5a7dfe0b The TypeCommand type brings up a full notepad-esque interface.
http://i.imgur.com/fB44GBl.png
2015-10-06 17:00:07 -05:00
Azaezel
691a08bb33 Backend correction for the rigid vs rigid collision resolver:
First line is to ensure similar behavior to current regarding pushback on the object doing the colliding.
Second line applies an impulse to the rigid that was collided with.
2015-10-06 15:34:26 -05:00
Areloch
51fa8a3b5b Merge pull request #1430 from Areloch/release-3.8
Release 3.8
2015-10-06 12:58:28 -05:00
wcb
3c252689f3 sfxCompareProvider fix for Empty template 2015-10-06 02:07:01 -04:00
wcb
183c468dda sfxCompareProvider fix for Full template 2015-10-06 02:05:34 -04:00
Azaezel
aa6d078c40 cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key.
(MacOSX 32 bit compatibilty errors. was generating 2k+ shader files. may also address  https://github.com/GarageGames/Torque3D/issues/1219)
2015-09-30 22:51:59 -05:00
irei1as
1733ecc315 Updated normalize()
It seems normalize() already changes the quaternion so the asignation is not needed.
2015-09-29 16:13:01 +02:00
Areloch
2044b2691e Merge pull request #1426 from Azaezel/KrazyKeyKompares
backend correction for https://github.com/GarageGames/Torque3D/pull/1425
2015-09-27 17:55:21 -05:00
Areloch
f08e31346d Merge pull request #1421 from blackwc/cmake-nmake-fix
CMake NMake fix to place exe in game directory
2015-09-27 16:42:18 -05:00
Areloch
f6bf0282b8 Merge pull request #1423 from Areloch/SDL_menu_accelerator_fix
SDL Menubar accelerator fix
2015-09-27 16:41:57 -05:00
Areloch
7da2d6d9d2 Merge pull request #1416 from Areloch/SDL_Inputs_Fixup
SDL Textbox bleedthrough inputs fix
2015-09-27 16:41:48 -05:00
Areloch
9f7513dc0b Further fixes to work around certain accelerators being missed, and additional command bleed-through. 2015-09-27 15:43:47 -05:00
Azaezel
f87f7c41b6 backend correction for https://github.com/GarageGames/Torque3D/pull/1425 2015-09-25 17:09:41 -05:00
rextimmy
f128b45170 Changed order of fmodex library unload. 2015-09-25 22:40:24 +10:00
Areloch
3d65f1f8cd Fixes it so when using SDL, the editor menubar will correctly react to accelerator commands. 2015-09-24 22:23:26 -05:00
wcb
845ec9c452 CMake NMake fix to place exe in game directory 2015-09-23 19:46:36 -04:00
irei1as
3630f97ab1 mQuat.h change to fix QuatF::angleBetween
The old version doesn't have that 2.0f in the return that seems to be needed.
Also added normalizing inside so it can be used for not-normalized quaternions too.
2015-09-22 19:37:42 +02:00