Commit graph

53 commits

Author SHA1 Message Date
Jeff Hutchinson
f1ee4f781b Material editor fixes from eval cleanup. 2021-09-24 19:09:43 -04:00
Jeff Hutchinson
7556e403e7 Clean up more evals that have local variables are not working correctly. 2021-09-12 15:09:33 -04:00
Jeff Hutchinson
efb98d420d Fix local variable being eval'd in materialEditor 2021-09-11 16:31:10 -04:00
Jeff Hutchinson
17231ca9fb Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Engine/source/platform/types.visualc.h
#	Templates/BaseGame/game/tools/assetBrowser/scripts/assetBrowser.tscript
#	Templates/BaseGame/game/tools/assetBrowser/scripts/assetTypes/terrain.tscript
#	Templates/BaseGame/game/tools/gui/editorSettingsWindow.ed.tscript
#	Templates/BaseGame/game/tools/gui/scriptEditorDlg.ed.gui
2021-09-01 22:26:23 -04:00
Areloch
25a32cba2a Merge branch 'MiscQOLFixes20210828' of https://github.com/Areloch/Torque3D into Preview4_0 2021-09-01 17:44:43 -05:00
Jeff Hutchinson
6e072dbf91 Merge branch 'Preview4_0_DevHead' into tsneo 2021-08-29 22:28:42 -04:00
Areloch
ec85e9021c Misc Quality of Life and Bug fixes
Added handling for if preview images on image assets fails to generate, will fallback to using the full image
Added handling for double clicking or drag-n-dropping terrain assets to create them
Improved handling of field labels in variable inspector by making the stringtable be case sensitive.
Added editor settings for handling of asset double click behavior. Can now select between Edit Asset and Spawn Asset. Support is asset type dependent.
Added editor setting for auto-importing loose files when navigating to a folder. If on and the user has flagged to also enable auto-import generally, will auto import all unaffiliated loose files in as assets.
Added editor setting for default module to use when creating new assets. Updated various tooling logic so when creating a new material, if this and the 'Always Prompt Module Target' setting is off, it will fill in the target module and target asset path info based on the default module.
Fixed issue with editors that use managedData scripts where if the path didn't exist, the script file wouldn't be made.
Fixed display issue in terrain editor where if you clear the detail map, the normal/macro/orm maps would disable, but not also clear.
Fixed handling of cleared maps in terrain editor so it no longer fills empty maps in with the no image image.
Fixed handling of creating new material where it would fill in the diffuse with a no texture image as the default.
Fixed issue where canceling out of creating a module would still prompt to create the common default folders.
Fixed issue where the Select Module window couldn't be closed via the cancel or x buttons.
Based on feedback, reduced default size of the Text Pad window.
Fixed issue where the Drop At menu list wouldn't correctly display which item was marked after it was changed.
Fixed spawning shape asset handling so it uses whatever the editor's Drop At setting is.
Improved themeing of regular bitmap buttons in the editor.
Based on feedback, flipped layout of Target Module and Target Path in the Create New Asset window.
Improved handling of setting up the Target Path for when creating new assets. If a path is not set, and the user has a Default Module, it will default the path to that module.
2021-08-28 18:51:27 -05:00
AzaezelX
cabfeea76b nother stray 2021-08-28 16:20:58 -05:00
AzaezelX
50fb4df1f0 kill off glowchan leftovers 2021-08-28 15:54:21 -05:00
Jeff Hutchinson
ada1c5a021 Merge branch 'Preview4_0_DevHead' into tsneo 2021-08-16 22:50:02 -04:00
Brian Roberts
c9d2ec0f56
Merge pull request #527 from Azaezel/alpha40/stopTheBleeding_Materials
suppress deletion of temp material created by the editor
2021-08-13 22:20:58 -05:00
Robert MacGregor
8d4d4b7588 * [Material Editor] BugFix: Correct case sensitivity errors on the model previews when running on case sensitive systems (Ie. Linux). 2021-08-13 21:07:29 -04:00
Jeff Hutchinson
717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX
98941702a7 supress deletion of temp mateiral created by the editor
stops it from crashing out swapping back and forth into the mat editor
not a proper fix, just ensures we have *something* for the weekend if we don't do a better job.
2021-08-12 17:02:13 -05:00
Areloch
555c563b39 More updating of editor icons to assets
Fixed handling of convex shape editor's active and default materials
Fixed assignment of material for convex shapes via editor
Fixed material editor map assignment logic
Added utility function to detect possible duplicate files in project to ProjectImporter
Added conversion of legacy sky and water classes to importer
Fixed bufferLen issue with guiTreeViewCtrl
2021-08-07 19:27:01 -05:00
Areloch
2f5f585aaf Fixed logic for parsing registerDatablock paths to trim script extensions during import conversion
Fixed creation of materialAsset from AB to properly generate companion script file
Fixed logic in project import that if we import in a legacy module script, we get rid of the newly generated one in favor of the old one
2021-08-07 02:36:38 -05:00
Areloch
c76c5f7ee1 Removed unneeded duplicate of blank sky skybox
Fixed various inspector field editor button icons
Fixed drag-n-drop apply logic for material assets
Fixed up some convex shape editor material references
Fixed tools overlay gui profile opaqueness flag
Fixed uvEditor image asset binding/lookups
Fixed decal editor preview display
Fixed shape editor would you like to save your changes prompt
Added additional sanity check for bad material reference in tsMesh
Fixed saving of terrain asset when working in editor default level
2021-08-06 01:06:36 -05:00
Areloch
88ae8a9665 Added getShapeConstructorFilePath console function on shapeAsset
Fixed typo in import config settings for DuplicateAutoResolution
Converted TSShapeConstructor to utilize assets
Updated shape editor to work with assetified constructors
Converted guiBitmapButtonCtrl to use assets
2021-08-02 04:20:27 -05:00
Areloch
432d201569 Further conversions of missed file fields in core and tools
Assets created for missed objects and files
Improvements to the Project Importer to correct a number of issues, including not parsing ,'s from object names, trimming whitespace, pruning script extensions from exec invokes
2021-07-24 02:08:23 -05:00
Areloch
3e131f5b8e Added changes missed via merge failures.
Removed some unused files/references that were causing errors, related to issues #502 & #512
2021-07-20 20:05:49 -05:00
Areloch
5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Jeff Hutchinson
69d7a2f4a1 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Engine/source/console/test/ScriptTest.cpp
#	Engine/source/console/test/consoleTest.cpp
2021-05-06 21:08:53 -04:00
Jeff Hutchinson
b2bbd771f6 more torquescript template fixes. 2021-05-04 22:49:19 -04:00
Jeff Hutchinson
6f7fdca87d lotsa fixes. 2021-05-04 21:18:15 -04:00
AzaezelX
0289090c34 minor cleanup 2021-04-22 20:02:21 -05:00
AzaezelX
fadafbfa1b form steve yorkshire: mat editor save extension fix 2021-04-11 19:57:31 -05:00
Lukas Aldershaab
9ccaa6d3ea Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
Lukas Aldershaab
099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
Areloch
b0f977b810 Fixes opening of Gui Asset from AB so it correctly opens the GUI editor, making the toolbar appear
Fixes typo'd name for material-editor menubar image
Adds probe menubar images
Adds setting menubar images
Adds probe and settings buttons to menubar
Removes unneeded tab from class visibility window popup
2020-12-06 08:48:35 -06:00
AzaezelX
060d62d3c3 correct compositemap method of creating orm maps 2020-09-30 16:02:06 -05:00
AzaezelX
0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
Areloch
5b289bce5e Shifts the tools messageboxes to be distinct from any messageboxes in the main game
Reorged the canvas handling of gamepad inputs for the axis and triggers to use the SI_ versions in the right spots
Fixed issue where pause menu would be hidden and not display again
Made the pause menu active from the gamepad start button rather than back
2020-07-24 00:40:03 -05:00
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
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
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
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
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
f284524dd0 fix glowchan groupnum entry (used to group buttons) 2019-10-30 18:28:30 -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
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
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
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
af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
Areloch
3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
Areloch
ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00