Areloch
92aa785bb2
Merge pull request #1442 from Azaezel/shadow_caching
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This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Areloch
9d726bb9ed
Merge pull request #1453 from blackwc/playJournal-template-fix
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playJournal fix and removed depcrecated command line options
2015-11-09 10:24:30 -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
Azaezel
24f7dc8314
rtparams(#) needs to match the ssaomask register
2015-11-02 23:01:43 -06:00
blackwc
ca37e9f84e
fix playJournal instruction in comments
2015-10-28 22:52:16 -04:00
blackwc
bba604a043
playJournal fix and removed depcrecated command line options
2015-10-28 22:46:17 -04:00
Areloch
48d38ca803
Merge pull request #1447 from blackwc/radioButton-image-new
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improved radio button
2015-10-27 00:26:21 -05:00
Areloch
8253bcc343
Merge pull request #1446 from rextimmy/water_vertex_format_fix
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Looks to work fine. Thanks!
2015-10-24 02:12:46 -05:00
blackwc
ea1931d215
improved radio button
2015-10-23 20:37:22 -04:00
rextimmy
9c6ff1775b
Removed unused vertex colors from GFXWaterVertex
2015-10-22 21:54:35 +10:00
Areloch
a72802b677
Merge pull request #1435 from Azaezel/glowDebugEmpty
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Looks good
2015-10-21 00:56:59 -05:00
Areloch
aba6cf2d9e
Merge pull request #1436 from Azaezel/ribbonShadersEmpty
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Agreed, it makes sense that the shaders are common, so that people can start with empty and add their own art without worrying about stuff not working as expected.
2015-10-21 00:51:22 -05:00
Areloch
f41f9fb7c8
Merge pull request #1431 from blackwc/sfxCompareProvider-fix
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Seems to work fine.
2015-10-19 22:20:18 -05:00
rextimmy
246785a8bf
Removed unused vertex formats from ScatterSky
2015-10-16 21:30:39 +10:00
Azaezel
2753f562e8
shadow caching
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SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.
With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)
System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.
Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Azaezel
a100a00c99
missing ribbon shaders, empty template
2015-10-07 05:40:05 -05:00
Azaezel
e0c275b56b
missing empty template glow pass debug tool
2015-10-07 05:36:44 -05:00
wcb
3c252689f3
sfxCompareProvider fix for Empty template
2015-10-06 02:07:01 -04:00
wcb
183c468dda
sfxCompareProvider fix for Full template
2015-10-06 02:05:34 -04:00
Areloch
3d65f1f8cd
Fixes it so when using SDL, the editor menubar will correctly react to accelerator commands.
2015-09-24 22:23:26 -05:00
Areloch
5ba5092d44
Merge pull request #1402 from Azaezel/SoSensitive3
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Files caught by https://github.com/GarageGames/Torque3D/pull/1401
2015-09-16 21:27:30 -05:00
Areloch
dd5f910b64
Companion PR to 1398 to add the change to the Empty template as well.
2015-09-05 12:07:47 -05:00
Areloch
ec2da8c1c8
Merge pull request #1398 from Duion/patch-1
2015-09-05 00:20:29 -05:00
Areloch
5ee096de20
Added in explicit setting to vec2 in the shader functions per Az's suggestion, to avoid GLSL problems
2015-08-29 12:41:35 -05:00
Areloch
71c19a6151
Companion PR to #719
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Adds the OGL side. redoing it to make sure the PR history is clean.
2015-08-28 00:27:08 -05:00
Areloch
95ab3a33a5
Merge pull request #719 from rextimmy/dxtnm-parallax-fix
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Fix to allow parallax mapping with dxtnm textures via the red channel.
2015-08-27 23:59:20 -05:00
Azaezel
1107d23e23
git hates batch renames pt2
2015-08-18 06:22:57 -05:00
Azaezel
dd89f9b82a
git hates batch renames pt1
2015-08-18 06:22:21 -05:00
Daniel Buckmaster
680f4442f0
Merge pull request #1399 from Areloch/PhysicsViz
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Adds a debug visualization mode for the active physics world.
2015-08-15 19:51:18 +10:00
Azaezel
826be7287a
case sensitivity script fixes
2015-08-14 18:00:36 -05:00
Areloch
242d317a31
Adds a debug visualization mode for the active physics world.
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Allows you to see the active collision info for the physics engine.
2015-08-13 23:38:59 -05:00
Duion
03e0874f9c
Update messageBox.ed.cs
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Must be "Canvas" instead of "0"
2015-08-13 23:39:15 +02:00
Areloch
9782490894
Merge pull request #1388 from Areloch/SDL_Scroll_Speed_Fix
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SDL mouse wheel speed fix.
2015-08-10 08:44:15 -05:00
Areloch
78e4a32ad7
Merge pull request #1387 from Areloch/SDL_MenuBar_Fixes
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Fixes the menubar functionality when using SDL.
2015-08-06 18:32:11 -05:00
Azaezel
2f33de3615
case sensitivity fixe for linux
2015-08-06 04:00:56 -05:00
Areloch
8248ecdeac
Looks like WHEEL_DELTA is defined for win and osx, but not linux. Retooling to utilize a $pref instead, as that will let the scroll speed be modifiable for any projects that need it.
2015-08-05 17:44:55 -05:00
Areloch
b614d87e78
Fixes the menubar functionality when using SDL.
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This resolves menu order, cleanup and close/re-open issues, as well as crashes on close.
It also modifies the look slightly to look closer to the windows menubar to keep a cohesive look regardless of platform.
2015-08-04 22:57:25 -05:00
Daniel Buckmaster
b24bdfbc8b
Merge pull request #1374 from Azaezel/PSSMDebugRender
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"AL: PSSM Cascade Viz" tool-button
2015-07-28 14:45:50 +10:00
Azaezel
ac39253b98
"AL: PSSM Cascade Viz" tool-button
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Adds a debug toggle for the script-exposed global found c152ae86f3/Engine/source/lighting/advanced/advancedLightBinManager.cpp (L168)
2015-07-27 23:00:54 -05:00
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
b911768adc
Add RibbonData::create functions to the world editor.
2015-07-25 11:44:57 +10:00
Daniel Buckmaster
8245f0a828
Merge pull request #1369 from eightyeight/fix-nans
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Fix NaNs in Collada files
2015-07-24 10:39:21 +10:00
Daniel Buckmaster
d268199f4f
Merge pull request #1339 from Areloch/Remove_Demo_Mode_Checks
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Remove demo and trial checks
2015-07-23 20:33:31 +10:00
Daniel Buckmaster
016e0348c9
Fix NaNs in Collada files.
2015-07-23 17:20:29 +10:00
Areloch
0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
2015-07-01 23:36:56 -05:00
Daniel Buckmaster
f0333aabfd
Merge pull request #1281 from Areloch/issue1257
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Fix for issue #1257
2015-07-01 22:47:27 +10:00
Daniel Buckmaster
009bff7f88
Merge pull request #863 from Azaezel/GlowbufferVisualizer
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glow buffer debug visualiser
2015-07-01 22:24:16 +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
9368b7b915
Adjusted the popup issue fix to ensure nothing breaks in either regular or oculus mode.
2015-06-01 22:34:55 -05:00