Commit graph

3952 commits

Author SHA1 Message Date
AzaezelX ad216abc02 cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes 2019-10-23 14:59:29 -05:00
AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 2019-10-22 15:11:39 -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 60df3744c7 shift smoothness and metallness sliders on up to the same areas as the textureslots 2019-10-16 15:56:30 -05:00
AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts.
left:
     addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
Areloch e621e362f4 Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
2019-10-06 01:29:12 -05:00
Areloch 248f1da1c5 Standardizes the Level Assets to just use the regular asset description field for it's description
Updated existing level asset definitions to comply
2019-10-05 01:55:52 -05:00
Areloch 782ab7b73a Add proper refreshing of fields in the Project and Editor settings editors. 2019-10-05 01:16:14 -05:00
Areloch 94b6749012 Catches FPSGameplay module up to new gamemode and module paradigm
Adds additional args for callGamemodeFunction
Adds default Observer camera datablock
2019-10-04 21:00:58 -05:00
Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch 6f02f64dd2 Re-enabled ExampleModule's keybinds 2019-09-29 23:12:46 -05:00
Areloch bc7cbbe413 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0 2019-09-29 07:52:03 -05:00
Areloch c9a63d63cf Updated ToolsGuiTextPadProile to comply to editor theme
Further tweaks/reorg to UI module
Implemented cubemap array scaling on GL so it doesn't crash when texture quality is lowered
2019-09-29 07:51:43 -05:00
Areloch 0a78c1fb42 Merge pull request #67 from zfbx/Preview4_0
removed and moved files for baseGame
2019-09-29 07:28:54 -05:00
Areloch f44d424ff2 Merge pull request #66 from Azaezel/SSR4
from user Ewyncat: more matrices for postfx
2019-09-29 07:24:23 -05:00
Areloch db6c6b1e85 Merge pull request #71 from Azaezel/alpha40DynShadowRefreshRedux
re-add dynamic shadow refresh rate
2019-09-29 07:23:37 -05:00
Areloch 9459fab3e4 Merge pull request #69 from Azaezel/alpha40EditorEditing
Alpha40 editor editing
2019-09-29 07:23:02 -05:00
Areloch 3986b800cd Merge branch 'Preview4_0' of https://github.com/zfbx/Torque3D into Preview4_0 2019-09-29 06:51:47 -05:00
Areloch 8403345de4 Merge branch 'SSR4' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:23 -05:00
Areloch 6b6e5b6ca2 Merge branch 'alpha40DynShadowRefreshRedux' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:04 -05:00
Areloch c83bfef7a5 Merge branch 'alpha40EditorEditing' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:50:45 -05:00
Areloch e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00
AzaezelX c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 2019-09-20 14:45:05 -05:00
Areloch ff4c2d59fc Utilizes old method to clean up tree items in GuiTreeViewCtrl to resolve guiEditor crashes
Updates probeManager to correctly utilize skylight idx to infer if a skylight is active, and set the SKYLIGHT_ONLY macro correctly, resolving erroneous behavior
Cleaned up some of the guiEditor initialization script to remove redundancy
Cleaned up tools modules loading script to remove redundancy
2019-09-18 01:41:57 -05:00
AzaezelX 6027e253a1 pad the internals of the GuiScrollCtrl encapsulated within the EWCreatorWindow/[CreatorWindow] to prevent overhang issues due to the parent rescaling it's position/extent 2019-09-15 13:32:56 -05:00
AzaezelX 6574531c89 kill duplicate gui as a source of correction confusion 2019-09-15 13:30:54 -05:00
Tony c97e6a32b5 moved guis to where they're called in script 2019-09-15 00:41:40 -04:00
Tony 67d71c8558 removed and moved files for baseGame
removed templates/baseGame/game/data/art as it's a copy of /images
removed templates/baseGame/game/data/scripts/guis as it's a copy of ../gui
moved fileDialog.cs to /ui/gui
remove duplicate scripts under /ui/scripts that are in /ui/gui already
2019-09-14 23:55:21 -04:00
Areloch 9db95f4fb2 Implemented proper ScriptAsset execution on load
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
2019-09-13 00:27:48 -05:00
AzaezelX 28e4a86cff forgot the initializers and shader variable to source hooks 2019-09-06 14:48:15 -05:00
AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows
ForcedMaterialMeshMgr tweaked to allow proper setting of override material
Ongoing WIP of update/fixing of options menus
WIP of expanded visualizers, including material complexity viz
Adds no-pie flag when compiling on linux with non-clang compilers
2019-09-06 00:00:17 -05:00
Areloch 99cee7f32a Caught the main modules up to new module script file paradigm
Have initServer only get called when a server is actually started for the first time
Added utility method callGamemodeFunction to streamline exec'ing of gamemode function calls
Added onClientConnect gamemode function, called when the client establishes the connection
Added onInitialControlSet gamemode function, called when the client actively gains control in the game, to allow gamemodes to special override GUI settings or input commands
Cleaned up init'ng of the engine so stock UI module isn't required to trip configuration of the canvas
Added fallback so if nothing set the main content control for the UI after boot, we attempt to set the defined mainMenuGUI, on the chance nothing explicitly sets it on load
2019-09-02 16:13:24 -05:00
Areloch d720eb8ccd Makes the graphics menu in the stock UI mostly functional again
Adds sanity check to editing of gameasset script action in asset browser
Updates module template file
Updates visualizers
Fixes checking of popup menu items
Adds stub for TerrainMaterialAsset
2019-08-29 00:22:33 -05:00
Areloch 07b8619bf3 Changed findModule default version value to 1 to match default module version number
Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
2019-08-28 00:56:24 -05:00
Areloch ca38fff31a Merge branch 'alpha40LINwork' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:10:38 -05:00
Areloch 210009e498 Merge branch 'alpha40vertcolorCorrection' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:10:25 -05:00
Areloch 6d2699cb1e Merge branch 'alpha40Terrainfix' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:09:55 -05:00
Areloch 34d370c4f5 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:09:35 -05:00
AzaezelX 4e984cfd40 from @rextimmy - linearcolor set and = operators 2019-08-22 07:03:48 -05:00
AzaezelX ccb500f0ca leftovers from when we added explicit 16 bit greyscale texture support 2019-08-22 04:33:38 -05:00
AzaezelX 059d531b62 linux followup work by tim 2019-08-21 03:12:54 -05:00
AzaezelX 669e811cbb from @rextimmy: appends vcruntime as a release dependency when using visual studio versions exceeding mark 1920, as failure to do so was leading to Error LNK2019 unresolved external symbol memset referenced in function SDL_vsnprintf_REAL 2019-08-21 02:40:32 -05:00
Areloch c932bda8dd Update to SDL2.0.10 2019-08-19 23:30:35 -05:00
Areloch 600859bd63 Force proper update of box probe when attenuation changes
Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00
Areloch ab9fc302fc Added D3D error code interpreter
Added sanity check for findMatch
Finished most of asset importer logic to utilize settings system
Cleaned up code for finding associated files
Added General importer settings category and integrated logic for those settings fields
Updated logic in variableGroup to support callbacks in custom fields
Updated logic in variableInspector to better handle callbacks, as well as being able to manually update when manipulating fields
Updated scripts to utilize project settings values for playGUI and mainMenuGUI names
Improved module-oriented loading of materials
Added util function for populating custom fonts
2019-08-12 01:04:17 -05:00
AzaezelX 8bada96884 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP 2019-08-07 17:27:24 -05:00
Areloch 02262b014a Removed test lines 2019-08-07 01:28:34 -05:00
Areloch 3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
AzaezelX 99d7a7ea96 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP 2019-08-05 02:29:20 -05:00