adds a pause, reversed, and significantTime inspector exposed variable to guiClockHuds
significantTime is in sceconds and triggers an onSignificantTimeReached callback
splitTerrainMaps("data/some/file"); or makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
* Fixed issue of creating new SubScene using the full level template instead of a blank level file
* Fixed subScene inspector field handling so clicking the create new will mark the 'in place' created level asset as a subscene appropriately
* Changed up persistenceManager logic when parsing objects out - especially with specialty fields - to use Strings instead of const char* to simplify memory juggling and improve stability
* Rolled back specialty array field outputs for decal roads and convex shapes to have the field names in the output again
* Added sanity check for MeshRoad's when writing out via specialty array field to ensure there are profile nodes before trying to write any
* Added sanity check to avoid pointlessly writing out meshroad and river position field into subScene file as it could cause a transform double-up and cause them to move when loading from a subscene
According to doc and man pages we should not be using %Lg for a double as %Lg relates to a long double, F64 in torque is just a double so. This also produces better results when going from colorF to the colorPicker dialogue
Few fixes to display float values if the inspector field asks for floats
Split Hsb out from colorI now linearColorF can return HSB from its own color without having to go through the colorI conversion, hopefully gets rid of rounding errors etc since we are only doing the calc once.
Adds eye dropper functionality
adds eye dropper button image supplied by jeff
adds a few missing asset files (due to in asset browser scan and add all loose files)
had a bunch of dupliated code injectors that are bypassed by the nature of AbstractClassRep::FIELD_SpecialtyArrayField
since those getSpecialFieldOut entries return a const char * from the stringtable, we *don't* want to try and kill those off, since that can lead to trying to delete deleted things from what was designed as a permanent record
classes using AbstractClassRep::FIELD_SpecialtyArrayField use an explicit-writing mechanism, rather than tying things to a variable 'slot', so don't try and concaenate the two
Multiple fixes in files sent by Az but matrix look at function was creating a view matrix that messed up the capture.
Look at function for matrix now returns the correct matrix and bakes looking better
Reverted to the original calc clip space aabb to fix flickering bug reported by Rod in discord. Unfortunately this reintroduces the original issue of faint shadows showing at all times on the first split. But shadows render correctly where they are expected. A full review of pssm is required for later updates to be made.