Areloch
741fcaed5a
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
2019-05-11 21:53:08 -05:00
Areloch
82881f0875
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development
2019-05-06 01:50:45 -05:00
Areloch
00b958aff9
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
2019-05-06 01:49:58 -05:00
AzaezelX
97ec99f704
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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# Conflicts:
# Engine/source/gfx/D3D11/gfxD3D11Device.cpp
# Engine/source/lighting/lightManager.cpp
# Templates/Full/game/levels/Empty Room.mis
# Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
Areloch
5a7f0f0b23
(Mostly) updated verve implementation.
2019-03-07 16:23:41 -06:00
Areloch
c6e4b4a0e4
Corrected yorks chapel materials + added to the main test level
2019-03-04 17:57:53 -06:00
Azaezel
a01b470a75
lightmap testbed
2019-03-04 16:48:28 -06:00
Azaezel
008423bf32
add vertex colors to standard cube sample mesh as a validation tool
2019-02-11 07:41:09 -06:00
Tim Barnes
b91126c08c
WIP shader work - not complete!
2018-11-02 09:08:45 +10:00
Areloch
1966d348e4
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
2018-10-07 17:32:23 -05:00
Areloch
2be32ad737
Implementation of reflection and skylight probes.
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Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
ef5e3a5271
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Areloch
8816c5950d
Merge pull request #2200 from Bloodknight/LinuxCompatabilityFixes
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Linux compatibility fixes
2018-03-17 14:19:20 -05:00
Marc Chapman
d7197b0d45
Fixed defects in Turret material, Fixed TP Ryder material and added a spec map
2018-02-12 13:05:30 +00:00
Marc Chapman
24ac1b48e8
rock_* fixes
2018-02-11 17:27:04 +00:00
rextimmy
46f3723518
removed isSky from template sky material files.
2018-02-01 07:42:36 +10:00
Areloch
df9deea1a8
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Areloch
6f8e4cb3ee
Added support for uniforms, textures and samplers.
2017-10-09 17:15:57 -05:00
Areloch
0e2ef6a889
Initial implementation of Custom Shader Features.
2017-10-05 17:04:51 -05:00
Areloch
0801a3cca8
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
2017-06-23 11:36:20 -05:00
Areloch
6a34118ca3
Merge pull request #1992 from AlexBarys/DecalPropertiesNamedWrong
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Fixed old names of decal properties
2017-04-26 23:54:09 -05:00
AlexBarys
3336fa11ee
Fixed misspelling of dragCoefficient property
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As noted in issue #1501 , the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.
2017-04-26 13:10:32 -04:00
AlexBarys
21ea3f5ba2
Fixed old names of decal properties
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Renamed the screenStartRadius and screenEndRadius properties in the bulletHoleDecal datablock and ScorchRXDecal datablock to fadeStartPixelSize and fadeEndPixelSize properties, respectively, to match names of the properties as defined in the decalData.cpp file, as noted in issue #1498
Among other possible fixes, this makes the size of the bullet hole decal's actually random in size now, instead of always being the exact same size.
2017-04-23 19:06:36 -04:00
Areloch
ca4204be14
Merge pull request #1933 from Areloch/SDLMenubarFixins
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Fixes editor handling of menubars when opening/closing.
2017-01-30 13:31:46 -06:00
Areloch
f8b650f7a1
Reworks the open/close functions of the gui and world editors so they will properly toggle between and clean up when closed.
2017-01-21 17:11:54 -06:00
Areloch
ec8b657b71
Adds support for multiple textures used in the strike rendering per @RichardsGameStudio's help.
2017-01-19 19:15:50 -06:00
Areloch
6a204f3528
Missed removing the old BMP splash for the new PNG one.
2017-01-16 00:16:17 -06:00
rextimmy
a3173b566e
PhysicsShapeData examples
2017-01-03 10:24:47 +10:00
Johxz
681b049e93
remove dml file
2016-12-09 16:39:06 -06:00
Areloch
3b3e0c7db5
Tweaks the detail textures for the terrain to work better with the linear pipeline.
2016-07-27 23:45:32 -05:00
John3
4699a2142b
Enable to play recorded gameplay demo from main menu.
2016-06-21 22:06:09 -05:00
John3
c7917e566c
cleanup observeParameters
2016-06-15 23:17:00 -05:00
John3
072e7ad563
clean up observeParameters
2016-06-15 23:02:42 -05:00
John3
66194245ff
clean up energyPerDamagePoint
2016-06-15 23:00:13 -05:00
Areloch
6fe0b1789d
Adds some example components, game objects and the tools and scripts to utilize them.
2016-05-15 16:24:47 -05:00
Azaezel
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Areloch
cb22357eb2
Merge pull request #1461 from Azaezel/textureLinearization
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Diffuse/albedo texture linearization
2016-02-16 01:23:16 -06:00
Areloch
98b3d3294d
Merge of PR #855
2016-02-16 00:23:02 -06:00
Areloch
a90eb9762b
Re-submission of the Volumetric Fog PR, with cleanup.
2015-12-01 00:10:13 -06:00
Azaezel
ce2964d2d0
diffuse/albedo texture linearization
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http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
2015-11-11 13:52:46 -06:00
Azaezel
b778121fc4
castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets.
2015-11-02 23:06:51 -06:00
Daniel Buckmaster
8615bbf007
Merge pull request #1373 from eightyeight/ribbon-builders
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Ribbons in the editors
2015-07-26 20:21:52 +10:00
Daniel Buckmaster
8030c75acf
Put ribbons in the FX category so they can be created from the editor.
2015-07-25 11:50:47 +10:00
Daniel Buckmaster
016e0348c9
Fix NaNs in Collada files.
2015-07-23 17:20:29 +10:00
Daniel Buckmaster
39f0e269d6
Merge pull request #1328 from GarageGames/release-3.7
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Release 3.7
2015-06-24 19:00:57 +10:00
Areloch
83dddb3cb6
Merge pull request #1129 from Azaezel/retread
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revised road top texture
2015-05-27 23:44:12 -05:00
Daniel Buckmaster
587afaac4f
Case-sensitive filenames for Linux. See #1287 .
2015-05-16 22:37:58 +10:00
Daniel Buckmaster
014b566014
Merge remote-tracking branch 'gg/development-3.6' into development
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Conflicts:
Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Azaezel
9571ad7e83
revised road top texture
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texture mentioned in https://github.com/GarageGames/Torque3D/issues/1127
2015-01-25 18:06:22 -06:00
LuisAntonRebollo
5e4a0fbaa1
Merge pull request #1005 from BeamNG/revert_terrain_opengl
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Revert terrain opengl
2014-12-10 00:08:35 +01:00