Brian Roberts
6441ecd941
Merge pull request #317 from Areloch/ShapeBaseDataAssetify
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Implements hook-look-up logic for shape assets to ShapeBaseData including autoimport handling
2020-11-27 18:04:16 -06:00
Areloch
bca972ae24
Adds a flag to the guiGameListMenuCtrl to allow consuming of key input events. This allows for overriding other active keybinds that may be in play when a menu is active.
2020-11-21 02:35:05 -06:00
AzaezelX
1e107ceb94
Merge branch 'Preview4_0' into alpha40_lightreview
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# Conflicts:
# Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl
2020-11-16 04:23:00 -06:00
AzaezelX
70358d0dbc
yet more PostEffect::isEnabled -> enabled that somehow slipped through the search filter
2020-11-15 21:36:11 +01:00
AzaezelX
48a38f61ef
Field PostEffect::isEnabled -> enabled followup
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GuiScriptNotifyCtrl::onXXX->notifyOnXXX followup
2020-11-15 21:36:02 +01:00
AzaezelX
6ee6d7c717
Field PostEffect::isEnabled -> enabled followup
2020-11-15 21:35:51 +01:00
AzaezelX
39574e7fee
clamp factor entriely for getXXXLight calcs, and take metalness into account for reducing direct light diffusion imact (while this seems to make it match the tooling, I can't say I've seen this exact approach used, so might want to re-review the methodology)
2020-11-13 15:24:12 -06:00
AzaezelX
c0b6007b9f
undefined preprocessors on some machines eval to true. given this is purely a bool anyway, might as well stick to ifdef
2020-11-13 15:19:50 -06:00
AzaezelX
2d18d5b280
clamp borghtpass filter return values to smooth out bloom
2020-11-13 15:18:20 -06:00
Brian Roberts
f5f0eb2bb4
Merge pull request #378 from Azaezel/alpha40MacCompilePreprocessor
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shader preprocessor fixes
2020-11-11 12:20:33 -06:00
AzaezelX
d76a76a1c4
shader preprocessor fixes
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some hardware/apis do not evalueate 'not defined' as '0', so always ensure there's *some* value when doing macro value comparisons
2020-11-10 13:57:26 -06:00
AzaezelX
eb365fc866
be sure to executte defaults prior to clientprefs to ensure nothing gets missed
2020-11-04 16:31:17 -06:00
Brian Roberts
e3b8c7b001
Merge pull request #373 from Azaezel/alpha40_HDRfixes
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get gl side HDR compiling, attempt clamp to keep bloom in range
2020-11-03 21:28:19 -06:00
Areloch
388a700a53
Implements material asset handling for GroundPlane object
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Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
2020-11-01 23:32:34 -06:00
AzaezelX
be8988b1a3
remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues
2020-11-01 20:19:49 -06:00
Areloch
9ca276fef0
Misc fixes to ensure that the default postFX save, load and editing process is valid
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Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
2020-11-01 15:39:30 -06:00
AzaezelX
5be1b77791
get gl side HDR compiling, attempt clamp to keep bloom in range
2020-10-30 00:15:08 -05:00
Brian Roberts
72ee2260ca
Merge pull request #370 from Areloch/MiscBaseGameUIFixes
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Misc. BaseGame UI fixes
2020-10-28 20:24:33 -05:00
Areloch
d83fc0b232
Adds check so we only do the pausing of the audio/sim when opening the pause menu when it's single player
2020-10-25 14:40:32 -05:00
Areloch
f47e3f395a
Adds a sanity check so asset names cannot start with a number, which would be an invalid object name,
2020-10-25 12:26:42 -05:00
Areloch
db6c63d424
Adjusts guiGameListMenuCtrl.cpp to handle Left and Right keys to adjust options, which simultaneously fixes the 'jiggle' issue on the options menu of the BaseGame base UI
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Per Steve's suggestion, put a pause on gameplay sounds alongside the game sim being paused when the pause menu is opened.
Nudges the keybind preview image for guiGameListMenuCtrl to be better centered
2020-10-25 02:51:52 -05:00
Areloch
6a3603c737
Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
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Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00
Brian Roberts
3851612b91
Merge pull request #361 from Areloch/LevelAssetLoadConsistency
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Updates some level asset functions and script handling
2020-10-17 16:21:01 -05:00
Areloch
c0203e13e9
Basic prototyping module initial upload
2020-10-16 22:12:05 -05:00
Areloch
837983c767
Adds script function to access full path of the level asset's preview image file
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Updates script function descriptions to be correct
Updates chooseLevelDlg functions to be more efficient and consistent, and use the exposed get methods for getting preview images and the like properly
2020-10-13 18:44:42 -05:00
AzaezelX
93e00a8242
clip ./ when doing pattern matching
2020-10-12 02:32:16 -05:00
AzaezelX
e8ca1a6705
postfFx to postFX dir listing fixes
2020-10-09 12:56:38 -05:00
AzaezelX
4a11b0dea3
underwater fog fix
2020-10-09 12:42:43 -05:00
AzaezelX
4c982a4b29
fix gl compilation
2020-10-08 21:38:43 -05:00
AzaezelX
7d63f114fa
followup
2020-10-05 15:50:45 -05:00
AzaezelX
09f9b5351c
replicate exec signatures for queueExec
2020-10-05 15:19:04 -05:00
Lukas Aldershaab
b6d7fdd7bd
Fix paths in caustics shader
2020-10-05 00:51:06 +02:00
Brian Roberts
0c29847943
Merge pull request #343 from lukaspj/feature/mesh-road-profile-editor
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Profile editor for the meshRoad object
2020-10-03 17:48:00 -05:00
Lukas Aldershaab
973fd44c6a
Profile editor for the meshRoad object
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credit to Ryan Mounts (RDM)
found originally at http://www.garagegames.com/community/forums/viewthread/105391
2020-10-04 00:19:43 +02:00
AzaezelX
a0d3f27c1a
gl needs OUT_col filled out to return anything
2020-10-03 12:30:21 -05:00
Brian Roberts
681dbe108c
Merge pull request #323 from Azaezel/alpha40_smoothToRough_clean
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shift pbrconfig to ORM in keeping with the prepoderance of industry standards
2020-10-03 11:49:10 -05:00
Brian Roberts
8fdcf2d3df
Merge pull request #332 from lukaspj/feature/add-navmesh-to-weditor
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Add NavMesh to World Editor
2020-10-03 11:35:53 -05:00
Lukas Aldershaab
1950f68769
Add NavMesh to World Editor
2020-10-03 10:22:20 +02:00
Lukas Aldershaab
dca2dc0074
Implementation of guiRenderTargetVizCtrl
2020-10-03 00:58:38 +02:00
AzaezelX
060d62d3c3
correct compositemap method of creating orm maps
2020-09-30 16:02:06 -05:00
AzaezelX
0c7811bd1a
shift pbrconfig to ORM
2020-09-30 13:51:12 -05:00
AzaezelX
e93fc3ab7c
shift pbrconfig to ORM in keeping with the prepoderance of industry standards
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having spoken with several endusers, artists and reviewing toolchains and augments to the systems in place, we'll be shifting the smooth|ao|metalness pbrconfigmaps on over to ao|roughness|metalness maps
first up, proper brdfTexture
2020-09-30 13:44:42 -05:00
Areloch
4a8273b824
Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu
2020-09-24 22:49:05 -05:00
Areloch
ead26ec18a
Implements hook-look-up logic for shape assets to ShapeBaseData including autoimport handling
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Also fixes issues with editing/spawning DBs via the asset browser
2020-09-21 20:51:41 -05:00
Areloch
26ef40950b
Updated version of OTHGMars' updated window and resolution options modes.
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Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
AzaezelX
7af0a758d1
fix chooseleveldlg
2020-09-12 15:01:01 -05:00
Areloch
a8177885e2
Fixes the glowBlur shader paths
2020-09-11 13:36:27 -05:00
Areloch
b05d5fd3bd
Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0
2020-09-11 03:21:56 -05:00
Areloch
3c0c106051
Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
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Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00
Brian Roberts
c2bbab774a
Merge pull request #308 from Areloch/MiscFixes20200831
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Misc fixes for Asset Browser navigation, scene asset utilization and editor settings
2020-09-10 12:55:39 -05:00