Commit graph

283 commits

Author SHA1 Message Date
Robert MacGregor 6f617cace8 * BugFix: Correct compiler warnings induced by adding -msse to the compiler commandline on non-x86 devices. 2021-11-01 09:01:00 -04:00
Robert MacGregor 6b56210a47 * Feature: Properly detect ARM32/ARM64 in the CMake build process and enable ARM NEON when either of these are detected. 2021-10-27 17:30:43 -04:00
Jeff Hutchinson 98657bde7a
Merge pull request #621 from Ragora/bugfix-lpng-warnings
update lpng
2021-10-13 18:29:06 -04:00
Robert MacGregor 9d9db307c7 * [Build] BugFix: Correct CMake errors on Windows. 2021-10-13 17:10:47 -04:00
Brian Roberts ba9debf89f
Merge pull request #617 from Ragora/adjustment-unix-case-insensitivity
Adjustment: POSIX Case Insensitivty
2021-10-13 13:12:29 -05:00
Robert MacGregor c0ff69a2e6 * [CMake] BugFix: Remove a forgotten debug message. 2021-10-12 18:44:32 -04:00
Robert MacGregor c965429cf6 * [lpng] BugFix: Corrections to allow the SSE intrinsics to build properly. 2021-10-12 17:38:27 -04:00
Robert MacGregor 7a78ec46c8 * [lpng] BugFix: Correct some compiler warnings associated with lpng and SSE optimizations. This also enables SSE when available for lpng. 2021-10-12 17:20:23 -04:00
Robert MacGregor ca5e706ab4 * [CMake] BugFix: Clear several CMake warnings. 2021-10-12 13:19:28 -04:00
Robert MacGregor 66cfd34b71 * [CMake] BugFix: Correctly set the description and default values of TORQUE_POSIX_PATH_CASE_INSENSITIVE and TORQUE_ZIP_PATH_CASE_INSENSITIVE. 2021-10-12 13:09:12 -04:00
Robert MacGregor 8d0128698a * [ZIPVolume] BugFix: Add the capability of resolving ZIP prefix paths with case insensitivity and a CMake option to control this behavior. 2021-10-11 19:02:58 -04:00
Robert MacGregor 497a94f884 * Adjustment: Cleanups to the case insensitivity code for POSIX systems and add case insensitivty to directory dumping code. 2021-10-11 10:24:24 -04:00
Jeff Hutchinson 41bd5ef6b6 remove FMODex from Torque3D
The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00
AzaezelX 3fad050028 Merge branch 'Preview4_0' into EngineAssetify_Followups 2021-07-28 13:51:44 -05:00
Brian Roberts 4e05c780a4
Merge pull request #506 from Azaezel/alpha40/stupidTypoTricks
adress #504 - typo leading to broken $origin reference
2021-07-28 13:31:27 -05:00
AzaezelX 3db777b0a0 adress #504 - typo leading to broken $origin reference 2021-07-19 09:41:31 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Areloch 83b0432283
Merge pull request #489 from Azaezel/alpha40/zipPassPunt
expose a zip file password cmake config option
2021-07-17 11:03:26 -05:00
Areloch 4d40e3cab5
Merge pull request #449 from OTHGMars/Zip_Test2
Loading from zipped game directories.
2021-07-17 11:03:19 -05:00
OTHGMars 86c302c42e Prevents overwriting existing .torsion files. 2021-06-22 06:11:01 -04:00
OTHGMars 11c258fcdb Script extension assignment.
Sets extension on installed script files.
Enables .torsion file to be reconfigured after extension change.
Prevents copy of main.tscript.in.
2021-06-22 00:48:53 -04:00
AzaezelX a34aea55f7 expose a zip file password cmake config option 2021-06-02 16:08:51 -05:00
Brian Roberts 89e76f96de
Merge pull request #477 from Areloch/torsiontscriptcompliance
Updates the torsion.in file to properly be configured to handle tscript extension
2021-05-13 23:03:09 -05:00
Areloch 438788c9b3 Rolled in Az's suggested fixes 2021-05-13 19:30:53 -05:00
Jeff Hutchinson 61fef8080b mend 2021-05-10 19:58:51 -04:00
Jeff Hutchinson ef34210fef Implement Unit Test Suite for TorqueScript. 2021-04-12 21:43:57 -04:00
Areloch 9a0de40505 Updates the torsion.in file to properly be configured to handle tscript extension 2021-03-13 23:47:18 -06:00
AzaezelX 3603188b7f update openal-soft
sync point: master-ac5d40e40a0155351fe1be4aab30017b6a13a859
2021-01-26 13:01:35 -06:00
Lukas Aldershaab 9ccaa6d3ea Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
OTHGMars c77be80220 Zip usage notes and defines. 2021-01-11 05:04:36 -05:00
Joseph fe9dc1e25b Help from Az finally gave the correct answer to the problem I was trying to address originally, so really this fix is from Az.
Exposes the directory for where your game files go in cmake without having to go to Advanced tab.
2021-01-10 21:48:46 +00:00
Joseph 4c781ce5c6 Enables support for having your project directory different to your Torque engine directory. 2021-01-08 20:59:35 +00:00
Brian Roberts a0ba345095
Merge pull request #432 from Azaezel/alpha40/sdlwebGeneralization
sdl usage standards proposal 3
2021-01-02 11:09:52 -06:00
AzaezelX 254ac462b5 sdl usage standards proposal 3:
again maintains fallbacks for folks that just don't want to use the lib (though if we do want to go that route, we'll likely want to re-review a few commits and put fallbacks, well, *back* at some point)
includes sdl in torqueconfig.h if in use to kill duplication.
adds a generic sdlPlatform.cpp for general methods, oneliners, and the like
2020-12-31 14:44:39 -06:00
AzaezelX 6b53b6581a mac fixes
1) add sdl token for referencing the parent directory of the aplication bundle when determining the root dir
2) shape and mateiral asset macro corrections for a few stray ## redundencies (space, ->, . ect are all conidered token sperators in and of themselves)
2020-12-30 19:36:51 -06:00
AzaezelX a31c71b009 fix compilation with shipping flag 2020-08-17 00:12:21 -05:00
Areloch a1baf0e03c A correction to the cmake file so if OGL is disabled, it doesn't include the sdl platform GL file, allowing the project to compile. 2020-06-07 02:52:06 -05:00
Areloch 69089e1ee2 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0_MenuUIRework 2020-06-01 03:48:20 -05:00
Areloch bc27125e90 Initial pass to rework and cleanup the main UI interface
Implements interface buttons that react to input type and visually display keybinds
Updates the T3D icon and splash screen
2020-05-20 17:19:52 -05:00
Areloch 9b907e77ee Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX
Takes the makeFullPath in findTSShapeConstructor and turn it into a string before passing it along to the Filename to make stricter compilers happy
Removed some referenced to fields that don't exist in the current build
Removed unneeded ASM language activation for the cmake files
Adjustments to material map assembling macros to better comply to stricter compilers
2020-05-13 02:10:11 -05:00
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
Areloch e885722093 Removed erroneous lib reference 2020-02-04 02:10:39 -06:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
Areloch a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes
added dynamic reload on editor profiles when the theme is changed via editor
Adjusted direct filename fields to just be hidden, not disabled(avoids breaking legacy content)
Added ability to update asset references in a given folder path
Added WIP ability to scan for and update module dependencies
2019-12-08 15:54:37 -06:00
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
rextimmy 240113f098 Old project generator is dead 2019-11-26 22:02:12 +10:00
Areloch c1e99364b7 Adds in missing assimp OBJ importer/exporter folder
Corrects highlighting behavior on ToolsGuiTextEditProfile
2019-11-18 21:42:55 -06:00
Areloch 7b5e1c3c58 @rextimmy fix for GuiWindowCtrl so they snap correctly again
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling
2019-11-18 03:30:04 -06:00
Marc Chapman 413cb8ecfd Updated cmake file to list all import/export options 2019-11-10 14:45:13 +00:00