Commit graph

61 commits

Author SHA1 Message Date
AzaezelX e9415a0994 uninitialized variables-collision 2020-05-11 14:33:59 -05:00
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 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 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 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 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 98c4606b3c Removed test custom shader bindings until memleak is corrected. 2019-05-27 13:06:15 -05:00
AzaezelX 76dbedb02f reskinning fixes
1) falls back to assuming the word "base" is what is to be replaced if no "oldSkin = newSkin" entry exists
2) falls back to *using* base if the entry is left entriely blank
2019-05-21 12:03:19 -05:00
Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
suncaller 8a7c09c8fe Clean up redundant variables 2019-02-06 15:03:06 -05:00
Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
OTHGMars 82338fa9f4 Changes TSStatic::castRayRendered to used passed texcoord argument.
This fixes a bug where TSStatic::castRayRendered() ignored the state of generateTexCoord in the passed RayInfo structure and never returned texture coordinates if requested.
2018-06-08 20:32:38 -04:00
Areloch 5a1af9ccd7 Merge pull request #2236 from Azaezel/memberMess
cleans up all 'hides' warnings (at time of writing)
2018-05-30 20:36:43 -05:00
Areloch 1f2847bc11 Merge pull request #2108 from Azaezel/reskinRedux
allows for arbitrary reskinning
2018-04-30 23:37:36 -05:00
Azaezel cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel 654fc29dc2 bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
Areloch 8dedcf456a Cleanup of export function to remove redundant arg
Removed unused var
Cleaned up collision export on convexShape
Added prefab export functionality
2018-03-04 16:03:39 -06:00
Areloch 49639a908f Expanded mesh baking functionality, now supporting baking of LODs and Collision meshes 2018-03-01 01:51:18 -06:00
Marc Chapman b8f722e2f9 Phase 2: #ifdef for Zodiacs and particles 2018-01-23 22:03:18 +00:00
Azaezel f9bf4fca4b new method: TSShapeInstance::resetMaterialList(). Sets all object-instance mapto values back to initial state. reskin now does so to avoid having to track origional values independently. (so say, if you've already got skin1 plugged in to one, and nothing in to another, no need to set skin1=skin2 on the first and skin2 or base=skin2 on the second to swap both on over to skin2).
also by request, went ahead and killed case sensitivity for mapto string replacement when reskinning.
2017-11-12 23:58:34 -06:00
Areloch 7219899287 Working on shader const binding 2017-10-17 08:48:31 -05:00
Areloch 70c154c7d3 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00
Marc Chapman d4c2eeea98 Selection Highlighting 2017-07-26 23:48:29 +01:00
Marc Chapman 3219735087 meshroad-zodiacs -- MeshRoad customizations for rendering zodiacs on them.
enhanced-meshroad -- adds option for building top-surface-only PolyList.
polysoup-zodiacs -- Changes made for rendering zodiacs on polysoup objects.
groundplane-zodiacs -- groundPlane customizations for rendering zodiacs on them.
special-types -- defines type bits for interior-like and terrain-like types.
special-types -- defines a type bit for polysoup objects.
2017-07-26 22:05:04 +01:00
Thomas "elfprince13" Dickerson 45ae5e71cb fixed lots of tabs and space 2017-01-06 18:04:28 -05:00
Thomas "elfprince13" Dickerson 3f6c269f6a Fixed type inference for nulls in console functions 2017-01-06 14:50:41 -05:00
Anis 4c59f39c09 Merge pull request #1642 from Azaezel/globalAccumulation
level-wide accumulation assignment
2016-08-07 02:31:45 +02:00
John3 f71e13a686 Fix bug #1664 by @Areloch 2016-07-03 07:23:45 -05:00
Azaezel 9a4acc8a46 initial assignment cleanup (also shapebase for staticShape et al) 2016-06-20 16:47:01 -05:00
Areloch 69244a8577 Readded some missed brackets 2016-06-20 13:14:19 -05:00
OTHGMars a9f77c4ffd TSStatic Mounting 2016-06-17 10:40:22 -05:00
Areloch 98b3d3294d Merge of PR #855 2016-02-16 00:23:02 -06:00
Azaezel 070d7db9a9 allowplayerstep lets folks run up sharper angles than normal. that should be off by default. 2015-07-17 14:33:02 -05:00
Areloch 2002d74b78 Issue found with PVS-Studio:
Many instances of a function or expression being used repeatedly, which can lower performance.

Fixed it in these cases by creating on local var, reference or pointer that's used instead.
2015-07-13 22:51:17 -05:00
Daniel Buckmaster 84e8cbb4ee Revert recent style cleanup changes. 2015-03-04 11:58:36 +11:00
Daniel Buckmaster 33fcc59543 Merge remote-tracking branch 'origin/style-cleanup' into development
Conflicts:
	Engine/source/T3D/tsStatic.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/tsMesh.cpp
	Engine/source/ts/tsShape.cpp
2015-03-01 22:30:22 +11:00
LuisAntonRebollo 4e9034854d Linux implementation. Include changes for gcc x64. 2015-01-24 22:08:26 +01:00
Azaezel c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
Daniel Buckmaster 33ff180593 Merge branch 'development' into style-cleanup
Conflicts:
	Engine/source/console/astNodes.cpp
	Engine/source/console/codeBlock.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/collada/colladaAppMesh.cpp
	Engine/source/ts/tsShape.cpp
	Engine/source/ts/tsShapeConstruct.cpp
2014-12-15 12:15:55 +11:00
LuisAntonRebollo fe9c30b5bb Lowercase TSStatic fied names. 2014-12-12 22:41:08 +01:00
LuisAntonRebollo 8f4c0ed95d Fix spaces in TSStatic fied names. 2014-12-12 22:36:08 +01:00
Daniel Buckmaster e0436efc21 Merge pull request #910 from Winterleaf/StaticShapeAlphaLod
Added distance fading to TSStatic objects.
2014-12-07 18:15:13 +11:00
Vincent Gee c5f81a85f5 Renamed LOD to Fade. 2014-11-20 08:00:26 -05:00
Vincent Gee 7b05314901 fixed tabs 2014-11-06 10:44:55 -05:00
Vincent Gee c4e3a68f7c Added Alpha LOD to tsStatic objects.
This allows designers to set the start and end distance for Alpha LOD on objects.
2014-11-06 08:54:49 -05:00
Daniel Buckmaster e209cc4389 Use existing methods instead of incorrect maths. 2014-10-31 09:11:07 +11:00