Areloch
b5dfdf1fbb
Adds functionality to automate convex proxy objects for appropriate types. Instead of having to manually convert a zone or portal or occlusion volume to convex to edit it's shape, then back again, simply entering the convex editor will automatically convert them to proxy convex shapes, with a special material to denote them.
...
When the convex shape editor is exited, it converts them back to their original type, with the changes made to the proxy convex applied to them.
2017-10-12 01:41:27 -05:00
Areloch
f9b7f66571
Merge pull request #2089 from Areloch/VariableInspectorRefactor
...
Updates the VariableInspector, VariableGroup and VariableField objects
2017-09-27 15:31:26 -05:00
Areloch
71d31c57fd
Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling.
2017-09-23 15:43:09 -05:00
Areloch
217df073b4
Merge pull request #2057 from OTHGMars/GFXFormatStrs
...
Adds missing GFX Texture format strings
2017-09-21 16:56:15 -05:00
Areloch
629a25185d
Updates the VariableInspector, VariableGroup and VariableField objects to actually be useful. In addition to the original functionality of being able to have a var name passed in and search for all vars with that in it, it also lets you build out a completely custom Inspector.
...
Unlike the regular Inspector, which requires a specific object or objects, from which the fields are pulled from, this lets you manually create fields, which can tie into any given object and their fields, global vars, and also not only supports the engine types for fields, but also triggers a callback to script if a field type is not found allowing fully custom fields to be handled as needed.
2017-09-21 02:49:36 -05:00
Areloch
f8702b717b
Sets the default grid snap size to 1 rather than 10. 1 Seems like a more neutral default value, and also makes it match the displayed '1' in the UI interface as the default as well.
2017-09-17 18:24:44 -05:00
Areloch
6db2f2f5bf
Merge pull request #2083 from Azaezel/loopyLODs
...
Sanity check to ensure detail levels shift in tandem for skinned meshes
2017-09-17 04:52:14 -05:00
Areloch
cd2b97819d
Merge pull request #2080 from Areloch/ShaderCommonPathOrderFix
...
Fixes smCommonShaderPath init order
2017-09-17 04:20:29 -05:00
Areloch
84ec076f97
Merge pull request #2086 from Azaezel/ProfileProblemPing
...
textureProfile conflict reporting
2017-09-14 22:19:01 -05:00
Azaezel
f70e11c7d7
from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates)
2017-09-14 13:28:13 -05:00
Azaezel
debfd9b780
Sanity check to ensure detail levels shift in tandem for skinned meshes
2017-09-13 14:58:54 -05:00
Areloch
c57e4f14d2
Merge pull request #2078 from rextimmy/zbias_fixes
...
Corrects OpenGL projection matrix
2017-09-12 22:49:12 -05:00
Areloch
5220032bd4
Moves the initialization of the shader common path const var so it is set before we do an initial setup of some shadergen fields.
2017-09-11 23:48:49 -05:00
rextimmy
d7c7847274
Mac compile fix for SQLiteObject
2017-09-10 09:52:25 +10:00
rextimmy
79118ee00f
sqlite fixes
2017-08-31 21:07:23 +10:00
rextimmy
54970b0ad6
Corrects OpenGL projection matrix
...
Corrects OpenGL glPolygonOffset values
Corrects Direct3D11 DepthBias values
2017-08-25 13:13:47 +10:00
Areloch
ad612e218b
Merge pull request #2060 from Bloodknight/add_sqlite
...
SQLite Integration
2017-08-24 21:58:54 -05:00
Areloch
afdf86f220
Merge pull request #2070 from Azaezel/OVRoops
...
fix for overdark VR scene rendering
2017-08-24 00:06:35 -05:00
OTHGMars
b5cc06cc8b
Fixed ovr compiling with srgb and DX9 removed.
2017-08-20 06:06:40 -04:00
Areloch
29edbd0cd2
Hotfix to make VS2017 15.3 play nice. Offsetof behavior - specifically buildin - is unreliable(and broken in debug), so explicitly defining it to use a reliable method for now.
2017-08-18 23:28:25 -05:00
Azaezel
0c35874068
fix for overdark VR scene rendering
2017-08-18 15:42:30 -05:00
rextimmy
d617a1f748
Support for VS 15.3 update
2017-08-15 21:39:22 +10:00
Areloch
da1ac47a93
Merge pull request #2065 from rextimmy/d3d11_crash_fix
...
Fix potential crash with D3D11
2017-08-14 02:04:10 -05:00
rextimmy
1f477914aa
ColorI::fromLinear fix
2017-08-13 19:39:44 +10:00
rextimmy
5f69ab1264
Fix potential crash with D3D11
2017-08-12 19:24:09 +10:00
Marc Chapman
ab27ccbc3e
Removal of extraneous code
2017-08-11 22:27:18 +01:00
Areloch
88a94342f8
Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
...
Fix for terrain detail color blending post-linearization
2017-08-08 23:35:24 -05:00
Areloch
18c60df4b2
Merge pull request #2055 from Areloch/CommonShaderPath_Improvement
...
Reworks the $Core::commonShaderPath variable usage
2017-08-04 00:58:34 -05:00
Areloch
8a0074eb1d
Merge pull request #2041 from Azaezel/clearTextureStateImmediate
...
method to make sure we're not getting pixel shader inputs mixed with …
2017-08-04 00:58:13 -05:00
Areloch
524ecdfbb8
Merge pull request #2045 from OTHGMars/PhysShapeChange
...
PhysicsShapeData collision fix
2017-08-04 00:33:26 -05:00
Areloch
2472ad2d98
Merge pull request #2036 from Areloch/LightReflectionFix
...
Fix light rendering in reflections.
2017-08-04 00:28:32 -05:00
Marc Chapman
b35aa017cc
Add SQLite files + cmake file
2017-07-30 16:26:46 +01:00
OTHGMars
d8eef376c8
Adds missing GFX Texture format strings
...
This commit eliminates 5 warnings output from VALIDATE_LOOKUPTABLE here: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxStringEnumTranslate.cpp#L167
And prevents a fatal error here: https://github.com/GarageGames/Torque3D/blob/development/Engine/source/gfx/gfxTextureManager.cpp#L1371
that occurs when called from GuiOffscreenCanvas::_setupTargets() for an OpenVROverlay because GFXFormatR8G8B8A8_LINEAR_FORCE is used.
2017-07-27 16:49:02 -04:00
Areloch
f7688f8327
Removes the pointless getVariable call when doing the init on our smCommonShaderPath var.
2017-07-24 23:52:11 -05:00
Areloch
8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
2017-07-24 00:40:27 -05:00
Lukas Jørgensen
0b9aede7a2
Fix for terrain detail color blending post-linearization
2017-07-20 11:32:17 +02:00
OTHGMars
8f0e418e54
Fixes collision shape assignment after a PhysicsShapeData resource change signal is triggered.
2017-07-11 19:11:09 -04:00
Areloch
f2b86b7df3
Merge pull request #2040 from Azaezel/xenonCleanup
...
kills off the last vestiges of xenon support
2017-07-09 17:25:10 -05:00
Azaezel
0b9dd9bb7e
forgot one
2017-07-09 15:41:54 -05:00
Areloch
60550f4681
Merge pull request #2034 from rextimmy/dds_cubemaps
...
DDS CubemapData support
2017-07-09 15:34:02 -05:00
Azaezel
181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
2017-07-09 15:15:30 -05:00
Azaezel
5fcb90cafd
kills off the last vestiges of xenon support
2017-07-09 15:05:56 -05:00
Areloch
212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
2017-07-07 02:55:56 -05:00
Areloch
0946950fa0
#if cleanup for the VS2017 workaround
2017-07-07 02:12:43 -05:00
rextimmy
a2fa9838e5
DDS cubemap support
2017-07-07 15:59:02 +10:00
Areloch
94f37daa52
Merge pull request #2030 from Areloch/2017TemplateFix
...
VS2017 compiler workaround
2017-07-05 22:29:23 -05:00
Areloch
e2f98f2641
Includes the D3D feature level detection.
2017-07-05 22:27:37 -05:00
Areloch
f1921c26dd
Works around the regressive behavior in the VSC++ compiler for VS2017 where the variadic templates would not compile correctly. Issue should be patched in future versions, so for now it'll target the 1910 version specifically.
2017-06-28 23:58:56 -05:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
Azaezel
60631cb146
expanded debug reporting for SDL_Init
2017-06-13 20:24:03 -05:00