AzaezelX
f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
2023-01-27 01:13:15 -06:00
AzaezelX
e45b959d7d
correct imageassetarrays having a singular texture profile as oposed to a type per.
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while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX
f5600826d7
Merge branch 'Preview4_0' into SoundAssetImplements
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# Conflicts:
# Engine/source/T3D/assets/assetImporter.cpp
# Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor
1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
2021-10-04 20:04:21 -04:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
AzaezelX
b73353a446
we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid.
2021-07-29 11:12:07 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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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
Areloch
8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
2020-09-19 18:25:10 -05:00
Azaezel
d484a1a46e
apply consistent colorspace to cubemaps
2018-10-17 21:04:41 -05:00
Areloch
1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
8bc4858fa3
companion to #2203 : corrects a couple backend profile assignment mismatches found with @rextimmys debug spew
2018-02-13 02:51:28 -06:00
rextimmy
a2fa9838e5
DDS cubemap support
2017-07-07 15:59:02 +10:00
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
901ceb943d
deprecated functionality. T3D handles this in the reflector class.
2014-07-09 15:46:15 -05:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00