Commit graph

3625 commits

Author SHA1 Message Date
Robert MacGregor 792a3cb461 * BugFix: Correct MacOS libraries being outputted to the wrong directory. 2022-05-31 09:15:54 -04:00
Robert MacGregor 4a36a998ab * Cleanup: Reorganize the engine main CMakeLists.txt for readability. 2022-05-31 08:30:11 -04:00
Robert MacGregor 342449625b * BugFix: Correct icon file handling on OSX. 2022-05-31 07:30:32 -04:00
Robert MacGregor 688f201011 * BugFix: Correct applications built on Windows or OSX not having icons. 2022-05-31 07:27:54 -04:00
Robert MacGregor f395c7d9ee * BugFix: Correct a few typos in the CMakeLists.txt.
* Feature: Mirror support for TORQUE_SFX_DirectX which appears to be
  broken anyway.
2022-05-31 07:08:18 -04:00
Robert MacGregor b1cba705b4 * BugFix: Fix missing link libraries for Linux.
* BugFix: Fix calling a CMake function that was not available in the minimum Cmake version.
2022-05-30 22:23:36 -04:00
Robert MacGregor 128a50f635 * BugFix: Correct a typo. 2022-05-30 20:52:40 -04:00
Robert MacGregor 0dab9e2044 * BugFix: Add Xft to the Linux link libraries. 2022-05-30 20:51:39 -04:00
Robert MacGregor 9b8350dd2b * BugFix: Tweak the way dynamic libraries are loaded to the game directory and make FreeType a required package on Linux. 2022-05-30 20:43:08 -04:00
Robert MacGregor 3e74acaf8e * BugFix: Utilize Cmake's built in FindFreetype when building on Linux. 2022-05-30 20:39:17 -04:00
Robert MacGregor 790cb17435 Merge branch 'cmake_adjustments' of github.com:Ragora/Torque3D into cmake_adjustments 2022-05-30 19:06:24 -04:00
Robert MacGregor 13d632a503 * BugFix: Set DirectX linkages correctly. 2022-05-30 19:05:30 -04:00
Robert MacGregor ffd6b09b1a * BugFix: Set the CXX standard to C++17. 2022-05-30 18:08:20 -04:00
Robert MacGregor 24707b38cf * BugFix: Correct the platformPOSIX sources not being compiled for Mac. 2022-05-30 16:45:35 -04:00
Robert MacGregor 7380161054 * BugFix: Correct convexDecomp compilation by setting the LINUX flag when necessary.
* BugFix: Update OpenAL to correct a compilation error on Linux.
2022-05-30 16:32:45 -04:00
Robert MacGregor e071f1d901 * Feature: Implement template configuration at the CMake configure stage.
* BugFix: Correct some source references in the Engine CMakeLists.txt
2022-05-30 15:22:52 -04:00
Robert MacGregor 2ee56751dd * BugFix: Corrections to allow the Windows build to work correctly with D3D11.
* BugFix: Corrections to allow executables and libraries to build in the game directory without an install.
2022-05-30 14:22:59 -04:00
Robert MacGregor 49204fa88d * Feature: Dynamic library checker and installer.
* BugFix: Minor fixes for compilation.
2022-05-27 20:14:17 -04:00
Robert MacGregor 74faab3fb4 * Feature: Implement scanning for sub projects. 2022-05-21 20:01:23 -04:00
Robert MacGregor b23554295c * BugFix: Correct some errors in the module scripts.
* BugFix: Fixes for compiling on Windows.
2022-05-21 18:07:14 -04:00
Robert MacGregor dfc03da9d9 * Feature: Begin working the new engine module system. 2022-05-17 20:42:35 -04:00
Robert MacGregor 9901fa76b4 * Feature: Initial testing with module (file) searches. 2022-05-17 18:04:19 -04:00
Robert MacGregor c3540acf94 * Feature: Remove the intermediate libraries and simply collate the sources into one target. This is necessary for eg. console function registration to work properly. 2022-05-17 15:42:30 -04:00
Robert MacGregor 786dac7419 * Feature: Obtain a building executable on MacOS, but need to resolve the crashing issues and multi-configuration settings. 2022-05-17 13:14:00 -04:00
Robert MacGregor d7cdf54661 * Adjustment: Initial CMake reworking. 2022-05-13 23:42:41 -04:00
Jeff Hutchinson 59125c85eb Fix weird ternary operator in torquescript regression
With a test!
2022-04-27 21:02:55 -04:00
Brian Roberts 9a436f3c17
Merge pull request #773 from Areloch/VertexColorHLSLBRGAFix
Removes the BGRA inversion when displaying vertex colors on materials
2022-04-26 08:32:44 -05:00
Brian Roberts 113f9da67f
Merge pull request #771 from Azaezel/alpha40/macCompile
correct mac compilation
2022-04-26 08:31:41 -05:00
AzaezelX 4ae7d7ce3f from higuy: "PATH_MAX is defined there on macos" 2022-04-26 02:00:34 -05:00
JeffR cbf758e089 Removes the BGRA inversion when displaying vertex colors on materials 2022-04-25 23:53:40 -05:00
Robert MacGregor 39952a490f * Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG. 2022-04-25 18:23:15 -04:00
Brian Roberts 3f796d2a06
Merge pull request #768 from Azaezel/alpha40/singleSlotORMs
drop the prior requirement for a createcomposite to have a minimum of…
2022-04-21 06:00:55 -05:00
Brian Roberts 30300e93bd
Merge pull request #766 from Azaezel/alpha40/BigusNumerus
requested feature: large number display
2022-04-21 06:00:47 -05:00
AzaezelX c14c9b78c0 drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map. 2022-04-20 15:53:29 -05:00
Lukas Aldershaab 6d2c108cbd Fix TAML schema for array groups 2022-04-20 00:24:38 +02:00
AzaezelX b795776b23 requested feature: large number display
origional author: Peter Simard
2022-04-17 13:03:44 -05:00
AzaezelX 880ac5a264 bump down saveScaledImage default to 256
also add a "Assets/Browser/PreviewImageSize" value lookup, which if left blank defaults to 256
2022-04-12 19:46:19 -05:00
JeffR 1c7c32baa6 Separates out acquireAsset call for importing assets until after all assets have been imported, then runs it as a post step to ensure all assets are properly loaded before they're used 2022-04-10 19:41:37 -05:00
JeffR 50973b7f6f Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into MiscFixes2022049 2022-04-10 18:54:33 -05:00
AzaezelX 0136af477f getAssetIdByFilename loaded state fix
getAssetIdByFilename should set the <type>Asset->mLoadedState = AssetErrCode::BadFileReference; so we know we're using a fallback
2022-04-10 17:29:55 -05:00
JeffR 5c8d8fab00 Changes behavior with suffix appending of asset importer so it doesn't contaminate the original "clean" name, which is used for setting the mapTo value of material definitions
Also adds a sanity check when applying the type suffix to see if it's already there to avoid needless doubleups
Fixes offsetting/positioning behavior on icon buttons to actually respect the icon position variable
Adds sanity checks to ensure we're not trying to utilize a in-process-of-deleting decoy dummy
Fixes handling of sliders in option menus to properly store and test unapplied values
Fixes handling of display device setting to properly store and test unapplied values
Adds additional logic to creation of shape and material asset previews to attempt to force-load dependencies to improve likelihood that they'll actually be loaded when we go to generate the preview.
Temp disables creating cubemap 'assets' via the RMB context menu in the AB
2022-04-10 01:40:15 -05:00
Brian Roberts be3be2eb7d
Merge pull request #760 from Areloch/ForestBrushGroupToolingFixes
Fixes tooling of Forest Editor to be module-friendly
2022-04-08 01:29:06 -05:00
JeffR bfe3d4d02b Shifts handling of forest brush and item elements into standard simsets for consistency
Updates the forest editor tooling to utilize the new sets, and adjusts the creation of new Brushes in the forest editor to have user select a target module first.
This ensures all a module's brushes are grouped into the new ForestBrushGroup class which auto-registers into the ForestBrushSet, thus allowing modules to have their own sets of brushes that automatically hook into the editor workflow.
2022-04-07 18:19:13 -05:00
Brian Roberts 67b5afcfbe
Merge pull request #758 from Azaezel/alpha40/spawnDisplayAug
display the item to be spawned
2022-04-07 11:48:20 -05:00
JeffR 976c0bca79 Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
Added utility method to prefab to be able to get the internal simGroup that contains it's children
Adjusted logic for mounting items in GuiShapeEdPreview to utilize assetIds for the shapes
Moved the Asset and AssetBrowser editor settings populate functions to the AssetBrowser script to better organize things
Fixed command usage for General, Player and Observer spawn point creator entries to use the correct callback commands
Fixed logic for creator callback commands that don't just route through the class name based structure
Added RMB context menu actions for opening asset file or folder locations in OS file explorer
Fixed lookup of animation assets when editing a shape's animations in the shape editor so it provides the assetId of the anim if it exists
Fixes handling of mounting in the shape editor so it utilizes assets and the asset browser like everything else
2022-04-06 01:08:20 -05:00
AzaezelX e1a127715e sanity checks 2022-04-05 20:17:51 -05:00
AzaezelX ed33c70a23 display the item to be spawned
given a valid datablock name, use that meshes shape to display the spawnsphere mesh, rather than the default one
2022-04-05 18:54:09 -05:00
JeffR 6b28f1f151 Fleshes out remaining missing editor settings entries/categories
Makes GUIAssets exec scripts before the gui file to allow onAdd methods to work
Adds missing getForestPath and getNavmeshPath methods and updates asset move logic to utilize them
2022-04-05 00:29:58 -05:00
JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00
JeffR bae6a3f514 Fixes assignment of the mapTo field for terrain FX materials to point to the assetId rather than just the assetName, fixing the material mapping lookups
Fixes project import to comply to above change
Makes Material default mEffectColor to white instead of whatever default value it comes up with due to memset
2022-03-31 18:58:06 -05:00