Areloch
9a207ca6b0
Adds functionality to automate convex proxy objects for appropriate types. Instead of having to manually convert a zone or portal or occlusion volume to convex to edit it's shape, then back again, simply entering the convex editor will automatically convert them to proxy convex shapes, with a special material to denote them.
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When the convex shape editor is exited, it converts them back to their original type, with the changes made to the proxy convex applied to them.
2017-10-12 01:41:27 -05:00
Areloch
5c1d764956
Merge pull request #2089 from Areloch/VariableInspectorRefactor
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Updates the VariableInspector, VariableGroup and VariableField objects
2017-09-27 15:31:26 -05:00
Areloch
49d109aa6b
Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling.
2017-09-23 15:43:09 -05:00
Areloch
4509d14df3
Merge pull request #2057 from OTHGMars/GFXFormatStrs
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Adds missing GFX Texture format strings
2017-09-21 16:56:15 -05:00
Areloch
79081c6474
Updates the VariableInspector, VariableGroup and VariableField objects to actually be useful. In addition to the original functionality of being able to have a var name passed in and search for all vars with that in it, it also lets you build out a completely custom Inspector.
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Unlike the regular Inspector, which requires a specific object or objects, from which the fields are pulled from, this lets you manually create fields, which can tie into any given object and their fields, global vars, and also not only supports the engine types for fields, but also triggers a callback to script if a field type is not found allowing fully custom fields to be handled as needed.
2017-09-21 02:49:36 -05:00
Areloch
b7870c33f8
Sets the default grid snap size to 1 rather than 10. 1 Seems like a more neutral default value, and also makes it match the displayed '1' in the UI interface as the default as well.
2017-09-17 18:24:44 -05:00
Areloch
78107ed546
Merge pull request #2083 from Azaezel/loopyLODs
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Sanity check to ensure detail levels shift in tandem for skinned meshes
2017-09-17 04:52:14 -05:00
Areloch
620cbfcda4
Merge pull request #2080 from Areloch/ShaderCommonPathOrderFix
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Fixes smCommonShaderPath init order
2017-09-17 04:20:29 -05:00
Areloch
6ca8ca4d83
Merge pull request #2086 from Azaezel/ProfileProblemPing
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textureProfile conflict reporting
2017-09-14 22:19:01 -05:00
Azaezel
ee14bb923e
from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates)
2017-09-14 13:28:13 -05:00
Azaezel
aa31f862cd
Sanity check to ensure detail levels shift in tandem for skinned meshes
2017-09-13 14:58:54 -05:00
Areloch
62c406cf84
Merge pull request #2078 from rextimmy/zbias_fixes
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Corrects OpenGL projection matrix
2017-09-12 22:49:12 -05:00
Areloch
cb4989fb0b
Moves the initialization of the shader common path const var so it is set before we do an initial setup of some shadergen fields.
2017-09-11 23:48:49 -05:00
rextimmy
47da7f8bc8
Mac compile fix for SQLiteObject
2017-09-10 09:52:25 +10:00
rextimmy
e82b9fbb2f
sqlite fixes
2017-08-31 21:07:23 +10:00
rextimmy
505b9fbd12
Corrects OpenGL projection matrix
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Corrects OpenGL glPolygonOffset values
Corrects Direct3D11 DepthBias values
2017-08-25 13:13:47 +10:00
Areloch
a45a55ad6e
Merge pull request #2060 from Bloodknight/add_sqlite
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SQLite Integration
2017-08-24 21:58:54 -05:00
Areloch
6d4a620f33
Merge pull request #2070 from Azaezel/OVRoops
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fix for overdark VR scene rendering
2017-08-24 00:06:35 -05:00
OTHGMars
f23ddadc2a
Fixed ovr compiling with srgb and DX9 removed.
2017-08-20 06:06:40 -04:00
Areloch
2ec57a9281
Hotfix to make VS2017 15.3 play nice. Offsetof behavior - specifically buildin - is unreliable(and broken in debug), so explicitly defining it to use a reliable method for now.
2017-08-18 23:28:25 -05:00
Azaezel
99703e7889
fix for overdark VR scene rendering
2017-08-18 15:42:30 -05:00
rextimmy
3f3bbf770d
Support for VS 15.3 update
2017-08-15 21:39:22 +10:00
Areloch
9886f1d988
Merge pull request #2065 from rextimmy/d3d11_crash_fix
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Fix potential crash with D3D11
2017-08-14 02:04:10 -05:00
rextimmy
3cb5f6ca21
ColorI::fromLinear fix
2017-08-13 19:39:44 +10:00
rextimmy
56ba98ac12
Fix potential crash with D3D11
2017-08-12 19:24:09 +10:00
Marc Chapman
9562414216
Removal of extraneous code
2017-08-11 22:27:18 +01:00
Areloch
e15c4a7e62
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
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Fix for terrain detail color blending post-linearization
2017-08-08 23:35:24 -05:00
Areloch
e2d3eeffaf
Merge pull request #2055 from Areloch/CommonShaderPath_Improvement
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Reworks the $Core::commonShaderPath variable usage
2017-08-04 00:58:34 -05:00
Areloch
9831dc947d
Merge pull request #2041 from Azaezel/clearTextureStateImmediate
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method to make sure we're not getting pixel shader inputs mixed with …
2017-08-04 00:58:13 -05:00
Areloch
6206816ee1
Merge pull request #2045 from OTHGMars/PhysShapeChange
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PhysicsShapeData collision fix
2017-08-04 00:33:26 -05:00
Areloch
da10594d72
Merge pull request #2036 from Areloch/LightReflectionFix
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Fix light rendering in reflections.
2017-08-04 00:28:32 -05:00
Marc Chapman
44d6bf79b9
Add SQLite files + cmake file
2017-07-30 16:26:46 +01:00
OTHGMars
ba401dbc72
Adds missing GFX Texture format strings
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This commit eliminates 5 warnings output from VALIDATE_LOOKUPTABLE here: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxStringEnumTranslate.cpp#L167
And prevents a fatal error here: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxTextureManager.cpp#L1371
that occurs when called from GuiOffscreenCanvas::_setupTargets() for an OpenVROverlay because GFXFormatR8G8B8A8_LINEAR_FORCE is used.
2017-07-27 16:49:02 -04:00
Areloch
d870fe8890
Removes the pointless getVariable call when doing the init on our smCommonShaderPath var.
2017-07-24 23:52:11 -05:00
Areloch
7567ca10c3
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
f3fc5b1fc0
Fix for terrain detail color blending post-linearization
2017-07-20 11:32:17 +02:00
OTHGMars
2f3dc48f45
Fixes collision shape assignment after a PhysicsShapeData resource change signal is triggered.
2017-07-11 19:11:09 -04:00
Areloch
3d7c1bbbf7
Merge pull request #2040 from Azaezel/xenonCleanup
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kills off the last vestiges of xenon support
2017-07-09 17:25:10 -05:00
Azaezel
bdafe9df43
forgot one
2017-07-09 15:41:54 -05:00
Areloch
fcd162450e
Merge pull request #2034 from rextimmy/dds_cubemaps
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DDS CubemapData support
2017-07-09 15:34:02 -05:00
Azaezel
6813f255d0
method to make sure we're not getting pixel shader inputs mixed with outputs.
2017-07-09 15:15:30 -05:00
Azaezel
6f78c9567c
kills off the last vestiges of xenon support
2017-07-09 15:05:56 -05:00
Areloch
7e62b11502
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
2017-07-07 02:55:56 -05:00
Areloch
7cc0373b48
#if cleanup for the VS2017 workaround
2017-07-07 02:12:43 -05:00
rextimmy
8bdccb3ff3
DDS cubemap support
2017-07-07 15:59:02 +10:00
Areloch
ec400e373f
Merge pull request #2030 from Areloch/2017TemplateFix
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VS2017 compiler workaround
2017-07-05 22:29:23 -05:00
Areloch
60b1922bc5
Includes the D3D feature level detection.
2017-07-05 22:27:37 -05:00
Areloch
ef1edd3751
Works around the regressive behavior in the VSC++ compiler for VS2017 where the variadic templates would not compile correctly. Issue should be patched in future versions, so for now it'll target the 1910 version specifically.
2017-06-28 23:58:56 -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
Azaezel
b4c2906581
expanded debug reporting for SDL_Init
2017-06-13 20:24:03 -05:00