Commit graph

218 commits

Author SHA1 Message Date
Areloch 157b114ec7 Added ImageAsset type mode for cubemaps.
Added new inspector type TypeShapeAssetId which is processed as a assetId string instead of an AssetPtr.
Added utility function to ShapeAsset to getAssetIdByFilename, which lets you find - if any exist - the asset that utilizes a given loose file. If it doesn't find one, it can attempt to run an auto-import if the editor settings allow, then proceed.
Fixed callback of the shapeAsset inspector fields so the Open in Shape Editor correctly binds the asset's shape to the editor for modification.
Added function to open a shapeAssetId in the shape editor to facilitate the above.
Added additional check to findShapeConstructor to look up the full path of the shape in the cases where a full path is provided instead of a local path. This prevents the shapeConstructor from not finding shapes that absolutely exist.
Added beginnings of Datablock representation in Asset Browser.
Fixed a few minor issues with asset auto import causing false positive errors, preventing Import or erroneous logging.
Fixed issue where editing of asset import configs didn't save.
Fixed logic of materials in asset browser so they will open in the material editor as expected.
Re-enabled AutoImport of assets editor setting by default.
2020-04-15 12:15:12 -05:00
Areloch 72b489fe25 Fixes path var issue that prevented newly created material assets from loading automatically when created via importing
Fixes issue of camera speed popup having a transparent background.
2020-04-05 01:32:44 -05:00
Areloch 32d8acd1b3 Adds functionality to duplicate an existing asset, currently works with image and level. Other types to follow.
Adds editor setting for default target module, as well as if duplication of an asset should prompt for a new name, or proceed automatically with a default naming behavior.
Shifts collada loader logic back to collada from assimp until the oddities with the assimp DAE import configs is ironed out.
2020-04-05 01:28:34 -05:00
Areloch 340adae967 Merge pull request #150 from Azaezel/alpha40_particleEditorAugs
expose particle timer entries 4-8 to the editor
2020-03-21 01:08:36 -05:00
Areloch 7029024b8e Updated TSStatic to utilize the getShapeAsset utility functions, and shifted the loader logic to utilize ShapeAssets exclusively, having straight file names go through the utility function to find/process a relevent asset. 2020-03-21 00:36:49 -05:00
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
AzaezelX 3c63b32707 expose particle timer entries 4-8 to the editor 2020-03-11 13:26:02 -05:00
Areloch 9c381caea2 Added initial implement of Image Types for GFX resource management
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file
Added lookup logic for getting any textures inside collada files to streamline asset importing logic
Fixed modal behavior for Import config and import window
Initial implementation of loose file/legacy file importing
Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops
Fixed volume visibility behavior
Fixed physics world viz toggle
2020-02-17 00:32:50 -06:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
Areloch 9735b1180d Merge pull request #143 from Azaezel/alpha40Fontcache
shift front profile on over to the cache directory in keeping with the rest
2020-01-14 19:27:20 -06:00
AzaezelX 7d350427f1 shift front profile on over to the cache directory in keeping with the rest 2020-01-12 00:24:21 -06:00
Areloch d840d52038 Added asset import logging
Added WIP of lighting viz logic to point and spotlight shaders
Made new asset window adhere to path-based system
Ongoing work to standardize asset import actions
Context-based Asset Import popups
Fixed behavior with adding a new sequence in shape editor
Made it so apply in PostFX editor no longer closes window
Work to re-add class visibility filters in editor
2020-01-09 18:28:53 -06:00
Areloch 7dc6ab42dc Merge branch 'Preview4_0_ShadowCache_Component_Cleanup' of https://github.com/Areloch/Torque3D into Preview4_0 2019-12-23 23:24:47 -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
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes
added dynamic reload on editor profiles when the theme is changed via editor
Adjusted direct filename fields to just be hidden, not disabled(avoids breaking legacy content)
Added ability to update asset references in a given folder path
Added WIP ability to scan for and update module dependencies
2019-12-08 15:54:37 -06:00
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
Areloch b1e3706dd6 Removed unneeded deletion of asset definition in various asset deconstructors - was causing crash on shutdown when a new asset was made
Added ability to check if popup menu is currently Visible
Removed unwanted path debug/testing code from tsShapeConstructor
Made a number of default postFX's names more consistent and set up asset definitions for them. Began adding hooks to PostFX editor as well
Refactored Asset Import window with new layout, revamped import behavior to work with new layout concept and easier editing of import 'session'
Updated Asset Browser to utilize a common 'DirectoryHandler' object to standardize/centralize all folder navigation behavior for the asset tool ecosystem
Added new window to select path for assets
Refactored import config editor to be easier to utilize
Added field in editor settings to edit import configs without needing to first try and import assets
Updated a number of asset types' scripts to handle address-based system
Began standardizing a number of 'actions' for the asset browser, including drag-n-drop, renaming, deleting, moving, etc.
Made refreshing behavior of AB more consistent
When making new in AB folder, it will automatically navigate to the new folder
When making a new folder, prompts the folder name via new popup window
Refactored PostFX editor to use newer layout with side list for easier use
2019-12-03 00:09:18 -06:00
Areloch b2fcd5e7fb WIP corrections for drag-n-drop handling for cubemap and shape asset types
Added ability to override radio button behavior when selecting items in popup menus
Added ability to turn on rotation snapping as a setting, with SHIFT just inverting the rot snap mode
Implemented proper asset type filtering, complete with multiple type selection, and listing of active filters in AB footer. Selectable via visibility popup Menu
Moved asset preview button generation from code to template GUI file
added ability to move asset with drag-n-drop(Image asset only so far)
New AB folder icon
Properly link image asset fields to material asset if 'AlwaysPresentImageMaps' config setting is active
2019-11-24 06:52:34 -06:00
Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -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
AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 2019-11-22 10:02:01 -06:00
Areloch 60d0e73190 Enabled probe viz item for live updates of probes when working with them(auto-baking while on)
Updated debug forward mat viz to work with probe visualization
More correct premult math
Updated probe viz menu behavior to properly toggle and mark which is active
2019-11-22 01:30:49 -06:00
Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
2019-11-21 00:48:55 -06:00
Areloch c74b669f5e Removed redundant 'load last edited level' startup mode to editor.
Fixed recent levels open command behavior
Includes rextimmy's vertex WS normal logic in HLS shadergen
2019-11-20 01:39:12 -06:00
Areloch 62fabf6894 From @rextimmy was missing the stateblock handling for the Transparency mode Sub
Added Open Recent functionality to File menubar item
Added new editor setting for Startup Mode to dictate if it'll open the most recent level edited or the blank level, instead of utilizing a game UI control for level selection.
Properly re-enabled the handling for the forceSidebarToSide setting to track to the setting value
2019-11-19 01:25:24 -06:00
Areloch c1e99364b7 Adds in missing assimp OBJ importer/exporter folder
Corrects highlighting behavior on ToolsGuiTextEditProfile
2019-11-18 21:42:55 -06:00
Areloch 7b5e1c3c58 @rextimmy fix for GuiWindowCtrl so they snap correctly again
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling
2019-11-18 03:30:04 -06:00
Areloch 883420d21b Merge branch 'alpha40_spotlightSlimdown' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-16 10:15:07 -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 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 2019-11-07 23:18:14 -06:00
AzaezelX 60d2b0a0f6 conversion lockin: cleans out eroneous editor refs to specmap and specularmap in favor of the desired PBRConfigMap var name for the combined (smooth,ao,metalness) map used throughout 2019-11-07 03:46:31 -06:00
AzaezelX 062e6f3364 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into alph40_pbrConfig_BREAKINGWip 2019-11-07 01:39:50 -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 d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 2019-11-01 19:29:31 -05:00
AzaezelX 25015eb724 missing gui file entries. though it doesn't seem to be reflected in the end terrain material editor result... 2019-10-31 23:42:13 -05:00
AzaezelX 501990c3b6 from @rextimmy: ssao work
shifts ssao from the vectorlight to ibl-only via the reflectionProbearray postfx shader
2019-10-31 19:06:40 -05:00
AzaezelX f284524dd0 fix glowchan groupnum entry (used to group buttons) 2019-10-30 18:28:30 -05:00
Areloch 3af902c911 Merge pull request #114 from Azaezel/alpha40DBCache
Alpha40 db cache
2019-10-26 23:19:19 -05:00
Areloch fde83b7058 Merge pull request #111 from Bloodknight/MinorFixes
Minor fixes
2019-10-26 23:19:07 -05:00
Areloch 0b282c6947 Merge pull request #99 from Azaezel/alpha40ModuleDependencyResolvers
Alpha40 module dependency resolvers
2019-10-26 23:18:49 -05:00
AzaezelX 7daf66cf9d frontend work. stubbs in a glowMul slider, and a glow mask channel for composites (defaults to writing to the alpha chan) 2019-10-22 13:20:42 -05:00
AzaezelX 0b21072b10 datablock caching, and dependency-object vs hooked up class method segregation
1) relies on https://github.com/Areloch/Torque3D/pull/99 for modular resolvers (re-included for ease of testing)
2) adds a new module::onServerScriptExec(%this) callback executed after datablock transmission
3) bypasses DB transmission in favor of a straight file read if the resulting network data would (via CRC compare) match what a client already has saved off under data\cache\<client or server>
2019-10-21 18:55:15 -05:00
Marc Chapman 723125695d Un Mirrored these green textures... again 2019-10-20 14:05:09 +01:00
Marc Chapman 626a656bcb MIssed settings 2019-10-20 09:48:57 +01:00
Marc Chapman 47f60f9272 Added TerrainSnapOffsetZ back to editor settings 2019-10-20 09:16:16 +01:00
Areloch cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
Marc Chapman 326908aa3d Fixed bug in display options UI writing incorrect values. 2019-10-18 04:25:49 +01:00
AzaezelX 60df3744c7 shift smoothness and metallness sliders on up to the same areas as the textureslots 2019-10-16 15:56:30 -05:00