Commit graph

8 commits

Author SHA1 Message Date
Areloch
c650c0fb36 Utilizes old method to clean up tree items in GuiTreeViewCtrl to resolve guiEditor crashes
Updates probeManager to correctly utilize skylight idx to infer if a skylight is active, and set the SKYLIGHT_ONLY macro correctly, resolving erroneous behavior
Cleaned up some of the guiEditor initialization script to remove redundancy
Cleaned up tools modules loading script to remove redundancy
2019-09-18 01:41:57 -05:00
Areloch
fee1ceab3c 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
Areloch
ff871f37e3 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
f5bf70b584 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch
ae11d3548d Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
3ae140e328 Cleanup of the editor load function 2018-01-28 15:28:58 -06:00
Areloch
e94287f1a2 Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch
d680dc9934 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