Commit graph

142 commits

Author SHA1 Message Date
Areloch
69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00
Brian Roberts
67dbe4dfe2
Merge pull request #229 from Areloch/TerrainAssetFixup
Reworks the terrain loader code to work with the assets.
2020-07-10 17:30:27 -05:00
chaigler
c4e00be91a Fix for crash in _onZoningChanged methods when called by hidden objects.
Hidden objects are removed from the scene manager so calls to getSceneManager()->getZoneManager() crash and burn.
2020-07-02 15:50:29 -04:00
Areloch
4ce558f042 Reworks the terrain loader code to work with the assets.
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
2020-06-25 23:33:01 -05:00
AzaezelX
4a88d7a4e4 adress #221 crash surpress macromap
while shifitng loop in _initSamplerNames to use sgMaxTerrainMaterialsPerPass. if folks absolutely require thier projects to contain terrain macromaps, they can unrem

FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
   //samplerNames.push_back("$macrolayerTex");
and
      //samplerNames.push_back(avar("$macroMap%d", i));
as well as turn sgMaxTerrainMaterialsPerPass down to 2 entries on a given terrain subchunk before it requires another rerender of the terrain blended in with prior passes.
2020-06-19 21:12:20 -05:00
AzaezelX
494049c4f6 typofix in opengl terrain shadergen 2020-06-13 12:02:16 -05:00
Areloch
3f0195475d Merge branch 'alpha40TerainLayerHack' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:19:02 -05:00
AzaezelX
c2e74f375a uninitialized variables-terrain 2020-05-11 15:37:43 -05:00
AzaezelX
e9415a0994 uninitialized variables-collision 2020-05-11 14:33:59 -05:00
AzaezelX
9beaba0e60 HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there... 2020-03-08 17:25:27 -05:00
Areloch
5375a4b275 Merge pull request #140 from Azaezel/alpha40TerrainTricks
Alpha40 terrain tricks
2020-01-09 18:30:01 -06:00
Areloch
c0dd314c12 Changed default terrain paths to go into data/terrains if nothing is set
Added default terrianmat definition for warning_material
Corrected separator-h image path for a few GUI controls
Corrected SelectAssetPathWindow reference so it focuses the window right
Changed new asset window to work with new Select Path window and address system
Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues)
Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably
If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected
Updated the example assettype file for the AB
Fixed up move/delete/rename behavior for folders in AB
Begun full standardization of move/delete/rename actions for other asset types in AB
Added standardized call for New Asset field fillouts by letting the asset types populate them
Moved terrain block creation to the standard create call so it can accept other normal fields like resolution
Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset
Added placeholder image for terrain material asset for preview
Updated refresh behavior for terrain material assets so they properly populate on creation now
Added standardized functions to the directoryHandling class for folder/file manipulation
Corrected some warnMat image references
2019-12-23 12:37:55 -06:00
AzaezelX
596dcb935d general cleanup GLSL side for terrain 2019-12-21 08:49:47 -06:00
AzaezelX
29a8d5d36c backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks 2019-12-17 19:26:47 -06:00
Areloch
ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -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
AzaezelX
fb67458eaf fix terrain default values when not applying a pbrConfigMap 2019-11-07 03:27:44 -06:00
Areloch
d8cc73f5a1 Added utility methods to AssetBase:
getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset

Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
2019-11-07 00:42:55 -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
AzaezelX
ccb500f0ca leftovers from when we added explicit 16 bit greyscale texture support 2019-08-22 04:33:38 -05:00
Areloch
c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
AzaezelX
dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# 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
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
Azaezel
1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Areloch
6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Azaezel
daef7aa128 debug spew cleanup 2018-11-08 01:27:42 -06:00
Azaezel
b3805fe778 Merge branch 'terrainNormalNeener' into PBR_PR 2018-11-01 14:06:00 -05:00
Brian Roberts
4453a4ad4b Update terrFeatureHLSL.cpp 2018-10-29 13:22:16 -05:00
Brian Roberts
6ba442bf07 Update terrFeatureGLSL.cpp 2018-10-29 13:21:42 -05:00
Azaezel
2c0a57449e filter out pixel shader normalmap calcs when not in deferred mode. 2018-09-26 06:49:36 -05:00
Areloch
b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00
Areloch
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Azaezel
13334b4d5c Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen
6b524ae58a Eliminate ConsoleStaticMethod 2018-04-20 20:27:09 +02:00
Lukas Joergensen
76908eae3c Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
Lukas Joergensen
e718841467 Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Areloch
bc1b506205 Merge pull request #2146 from Azaezel/specializationShenanigans
changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel
cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
2e2e08f32d terrain file I/O and opengl rendering cleanup 2018-03-13 17:33:13 -05:00
Glenn Smith
79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Glenn Smith
7769da9434 Use strncat instead of strcat to prevent some buffer overflows 2018-03-06 00:48:44 -05:00
Marc Chapman
b8f722e2f9 Phase 2: #ifdef for Zodiacs and particles 2018-01-23 22:03:18 +00:00
Marc Chapman
0c65f9ee8e Phase 1: Add a #define test 2018-01-23 20:24:35 +00:00
Azaezel
01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 2017-12-27 22:57:47 -06:00
Areloch
e023cf3a60 Merge pull request #2056 from Bloodknight/afx_merge_main
Afx merge main
2017-10-11 08:47:47 -05:00
Areloch
dc5e502dec Initial implementation of Custom Shader Features. 2017-10-05 17:04:51 -05:00
Areloch
88a94342f8 Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
Fix for terrain detail color blending post-linearization
2017-08-08 23:35:24 -05:00
Marc Chapman
00e3eb6ba8 terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain. 2017-07-26 22:10:56 +01:00
Areloch
8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 2017-07-24 00:40:27 -05:00
Lukas Jørgensen
0b9aede7a2 Fix for terrain detail color blending post-linearization 2017-07-20 11:32:17 +02:00