Commit graph

44 commits

Author SHA1 Message Date
Areloch
c74b669f5e Removed redundant 'load last edited level' startup mode to editor.
Fixed recent levels open command behavior
Includes rextimmy's vertex WS normal logic in HLS shadergen
2019-11-20 01:39:12 -06:00
Areloch
62fabf6894 From @rextimmy was missing the stateblock handling for the Transparency mode Sub
Added Open Recent functionality to File menubar item
Added new editor setting for Startup Mode to dictate if it'll open the most recent level edited or the blank level, instead of utilizing a game UI control for level selection.
Properly re-enabled the handling for the forceSidebarToSide setting to track to the setting value
2019-11-19 01:25:24 -06:00
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
Areloch
796a95b8a5 Adds isSRGB and invertSmoothness checkboxes to terrain material editor
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
2019-11-11 01:40:55 -06:00
Areloch
22249bf4d4 WIP of updating terrain editor to work with assets
Fix minor UI issues for asset browser
included folder 'asset type' script
2019-11-06 00:23:07 -06:00
Areloch
cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
Areloch
e621e362f4 Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
2019-10-06 01:29:12 -05:00
Areloch
782ab7b73a Add proper refreshing of fields in the Project and Editor settings editors. 2019-10-05 01:16:14 -05:00
Areloch
c9a63d63cf Updated ToolsGuiTextPadProile to comply to editor theme
Further tweaks/reorg to UI module
Implemented cubemap array scaling on GL so it doesn't crash when texture quality is lowered
2019-09-29 07:51:43 -05:00
Areloch
e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00
Areloch
9db95f4fb2 Implemented proper ScriptAsset execution on load
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
2019-09-13 00:27:48 -05:00
Areloch
d720eb8ccd Makes the graphics menu in the stock UI mostly functional again
Adds sanity check to editing of gameasset script action in asset browser
Updates module template file
Updates visualizers
Fixes checking of popup menu items
Adds stub for TerrainMaterialAsset
2019-08-29 00:22:33 -05:00
Areloch
3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
AzaezelX
bc77ff0833 Revert "Updated SDL, Bullet and OpenAL soft libs"
This reverts commit 370161cfb1.
2019-07-08 09:49:44 -05:00
Areloch
f8750dd8ed Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00
Areloch
e5c12f4aab Reduce console spam from probe manager when not in debug
Added ability to activate height override on inspector fields from script
Further refinements of theme usage as well as editor settings
2019-06-17 23:48:20 -05:00
Areloch
07b28cb29a GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
2019-06-17 02:30:45 -05:00
Areloch
dd3422b5a2 Added ability to pass ints to post effect shader consts
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
ef226f6a65 Merge branch 'Assimp_Settings' of https://github.com/OTHGMars/Torque3D into Preview4_0 2019-05-25 01:08:16 -05:00
OTHGMars
9a1766479d Import Options gui Update
Updated import options gui with tree view, additional shape statistics and settings load/save options. See /Engine/lib/assimp/t3d_usage.md for usage tips.
2019-05-21 01:19:35 -04:00
Areloch
3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
60a29777fa WIP updated UI
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch
951594259f Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:16 -05:00
Areloch
ace58e2c28 Merge branch 'ExpandedAssetsPR' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:08:11 -05:00
Areloch
4e9b9b4724 Merge pull request #2328 from Areloch/neverImportMat
Adds a filter for materials to never import when importing a shape
2019-05-04 11:51:21 -05:00
Areloch
ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
OTHGMars
70bbad8411 Sequence timing options.
This commit deals with the problem that the keyframe timestamps are not standardized. Seconds, milliseconds and ticks are used depending on the import format. There is no metadata or property that specifies the format used, so the option is exposed to the user as part of the import options gui.
2019-04-22 06:52:59 -04:00
OTHGMars
6694d5f206 Adds Force Update Materials to import options gui. 2019-04-22 00:09:29 -04:00
OTHGMars
93e7f8da84 Initial value selections for import options gui. 2019-04-18 16:49:51 -04:00
OTHGMars
bd486bab66 Changes default winding order to be CCW. 2019-04-15 23:04:47 -04:00
OTHGMars
55c01fc4ca Enables the assimp import options gui when loaded from the shape editor.
Adds new assimp options to the importer gui.
Copies the importer gui to the BaseGame template.
2019-04-15 19:03:10 -04:00
Areloch
a7a5463ad1 Adds a filter for materials to never import when importing a shape 2019-02-23 22:04:17 -06:00
Areloch
9bf8337e4a Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
Areloch
e9dbe788f6 Added useful new icons for the editors. 2018-01-28 15:32:31 -06:00
Areloch
682d43a688 Tweaks to the GuiMenuBarProfile to have correct coloration and borders.
Also added a new Centered Text Edit gui profile.
2018-01-28 15:22:42 -06:00
Areloch
2ca6af8e48 Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
Areloch
41240cfd38 Merge pull request #2037 from Areloch/BaseGameToDate
Base game to date
2017-07-09 03:44:56 -05:00
Areloch
d07abe8ad2 * Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-07-08 02:56:09 -05:00
Johxz
6f95747311 Fix unable to load texture warnmat 2017-06-23 21:13:30 -05:00
Areloch
b357ad077d Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Areloch
1520bc83b2 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
Areloch
1ed8b05169 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00