IES profiles to my knowledge are not only free to download, but also free to distribute. you can get packs with thousands of these, i am uploading 3 test ones for now.
Both ies and cookies can now exist on a light
We are still not using all the capabilities of an IES profile, such as candela and luminance values we are just using them as a mask for the moment
Issues compiling on mac and linux, will need to update the ies-loader to use torque methods instead of std::
ADDED: Ability to add IES profile as the cookie texture slot in both point lights and spot lights
TODO:
Have the IES Profile also drive the settings for the lights.
Make it work with Cookie textures. IES profiles are to be another slot in the advanced light section.
selection swapping is causing an apcrash
notDirtyMaterial.delete(); *should* work, but we know what they say about assumptions.
supressing deletion of workspace material kill off and recreation pending proper review
Adds a callGamemodeFunction invoke for when the client is done loading the mission so the gamemode can do stuff once the player is done loading, but before fully connecting/spawning in
* Adds a few input names to the bitmap button lookup for the BaseUI logic
* Properly defaults the current menu index for the GameMenu gui
* Ensures that all editing actions for forest editor flag the editor/map as dirty for saving
* Ensures editor messageBoxes are properly focused on popping up
* Returns the newly created camera bookmark objects from their create functions
Updates the dataBlock field type to properly present categorized listings
Expands the datablock Field to have an edit and add buttons on the field to make the workflow simpler
Adds utility functions to GuiPopUpMenuCtrlEx to control indentation, categories and searchability
Expands datablock editor functionality to be able to create a datablock of a type to pre-set the inheritFrom param of the process early(used for the add new button on DB fields to carry-through the current DB to the creation process of a derivative)
now also trips on object instances and datablock namespaces
ensures there's a generic hook for post-load processing for objects created by a scene to reference other objects created during that process
it's getting there, but there have been a few spots noted where it eroneously corrupts text, so we'll have to pull this back out for a bit barring a proper resolution
1) adds a buildAIPlayer entry so we can tag it as a bot while still using the normal playerdata datablock
2) adds a "contol?" tickbox for player, and the 3 vehicle types when spawning one that will put the editor directly into control on creation