the CAPTURING flag was being improperly checked for existence instead of state, leading to overbrightness in the precence of metalness. removed hacky workaround, and applied the proper fix.
also foreshortened the roughness range to avoid values outside of f0 going asymptotic.
alternative suggestion for if that portion plays up:
surface.roughness = pbrProperties.b*0.92f+0.04f;
to
clamp(gbuffer2.b, 0.04f, 0.96f);
(basically a case of do we support more fine-grained differences or just chuck anything too extreem)
for multi-monitor setups, allowing smaller than screensize borderless windows was causing issues swapping the window between them. short circuited that but left it in in case someone *really* wants to make that along term project
we don't use it, we haven't had it player facing selectable via options menu for years, and we've been actively discouraging folks from poking at The Busted for quite a while now. time it went bye bye
Fixes issue where the local sfxProfile in a sfxEmitter would share pointer reference to the utilized shapeAsset's sound buffer, so when it's deleted it would nuke the soundAsset's buffer, causing reference exceptions
Adds includes to torqueConfig.h in several files that are blocked out with TORQUE_TOOLS to ensure that if the flag is on in the config file, the files are loaded/compiled as expected
Add sanity check to AssetManager::unloadAsset to ensure that the assetDef being unloaded was actually correctly loaded/registered into the console in the first place
Fixes PauseMenu navigation behavior and confirms the menu buttons and page nav to standard
Fixes PauseMenu and OptionMenu menu buttons that were not being set correctly on wake
Fixes logic in the shape editor where it wouldn't add new sequences if you were working off a non-assetId sequence in the sequence list(such as ambient)
Fixes loading of modified surfaceTextures by properly inserting into stringtable
Fixes display of the active and default material previews in the ConvexShape editor
Adds buttons to hollow and recenter selected convex to tool window
Fixes a call for UINavigation to getPageCount that was erroneously referencing the pageStack
Fixes fetch and binding of the image for display when using the uvEditor
Removes button to fill import terrain images temporarily to contend with limitations in asset creation workflow
Adds sanity check to saving terrain material that obligates setting of diffuse and detail maps so everything displays and blends properly
Adds missing disconnect/timeout handling callbacks to the clientServer core module
Adds page refresh function to UINavigation to be able to selectively nudge the current page to refresh its contents if needbe
Added proper container bracketing for the main menu buttons and made that the main navigation target
Added logic to UINav to prevent needlessly re-setting the root page if it already is the root page, which would break the navigation stack
Added logic to UINav toprevent needlessly adding duplicate pages whicn would break the navigation stack
Added logic to close the chooseLevelDlg page when the level is loaded to avoid the page being left hanging on the nav stack
Fixed assetId for no preview image fallback on the chooseLevelDlg page
Fixed display of icons in the shape editor shape helper section
Fixed name lookup on terrain material editor dialogue which would break saving of terrain materials
Disables TORQUE_SFX_DirectX which is currently not in use and nonfunctional
Cleans up prototyping module to trim unneeded extra scripts and files
Adds PlayerBot model to Prototyping module
Adds metalGray material to Prototyping module
Fixes issue where logic wasn't changed for forcing AB preview images to regenerate
Removes unneeded legacy lines from editor template level
Removes unneeded extra asset import config
Disables terrain material name field from editing in terrain material editor for now to prevent bad behavior
Adds mapTo line to newly created material asset definitions to ensure shapes doing mapTo lookups can properly utilize the materials