Commit graph

8372 commits

Author SHA1 Message Date
Brian Roberts
854bea3246
Revert "take ibl amount into account for translucent opacity" 2025-12-15 13:53:31 -06:00
Brian Roberts
e9a8961543
Merge pull request #1612 from Azaezel/alpha41/translucentReflectionOpacity
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take ibl amount into account for translucent opacity
2025-12-15 10:06:41 -06:00
Brian Roberts
9c233bd1c5
Merge pull request #1614 from Azaezel/alpha41/editorTweaks
clean up editor ui seperations
2025-12-15 10:06:00 -06:00
Brian Roberts
30ef348124
Merge pull request #1610 from Azaezel/alpha41/physicsFindings
physics findings
2025-12-15 09:49:06 -06:00
Brian Roberts
50ee9606bf
Merge pull request #1613 from Azaezel/alpha41/fileExecTrace
add executing file reporting to the trace(true/false) script command
2025-12-15 09:48:06 -06:00
AzaezelX
1a2ca353f1 clean up editor ui seperations 2025-12-14 17:37:40 -06:00
AzaezelX
f78f3606b5 add executing file reporting to the trace(true/false) script command 2025-12-14 16:33:39 -06:00
AzaezelX
681caf9392 brdf calc fixes from mar, rake roughness into account for translucent reflections 2025-12-14 15:33:30 -06:00
AzaezelX
5893355d0a simplify calcs, account for roughness for better defered vs translucent pairing outcomes when fed textures 2025-12-14 14:01:48 -06:00
AzaezelX
f00b1d955f revisions to ensure high saturation reflections overtake albedo 2025-12-14 12:40:19 -06:00
AzaezelX
2199fb6881 use a nonlinear reflectionopacity curve, and the greater of metalness or reflectionopacity for ibl overtaking albedo 2025-12-14 02:29:31 -06:00
AzaezelX
fad8e12667 take ibl amount into account for translucent opacity 2025-12-13 20:52:36 -06:00
AzaezelX
4c083d713d physics findings
rigid: main finding is rigid needs to take delta into account for integration (aka interpolation)
also used POINT_EPSILON for thresholds for consistency

for rigidshape/item/player, main finding was length calcs for the search area were all over the place,
so we now derive the extended length of the cached area based on the velocity and the object's radius itself rather than guessin per class

atrest gravity calc suplimental syncing between rigidshape and vehicle

**remindernote POINT_EPSILO is 0.0001
2025-12-13 17:41:21 -06:00
Sir-Skurpsalot
2e2b33fcea
Update utility.tscript
correction to last commit
2025-12-12 21:39:58 -07:00
Sir-Skurpsalot
b65f06aa25
Update optionsMenu.tscript
removed -skurps from last commit
2025-12-12 21:12:29 -07:00
Sir-Skurpsalot
b245368fa0
Update client.tscript
moved prefs stuff below moduleExec()
2025-12-12 21:05:51 -07:00
Sir-Skurpsalot
5307a09075
Update input.tscript
moved addKeyRemap() to remapDlg.tscript in the UI Module, since the function is useless without the UI module anyway
2025-12-12 20:55:03 -07:00
Sir-Skurpsalot
750190b70a
Update UI.tscript
isFile check to prevent console whinging about no languageMap
2025-12-12 20:41:53 -07:00
Sir-Skurpsalot
6470b91d0a
Update utility.tscript
fix for languageMap paths and extension
2025-12-12 20:34:08 -07:00
Sir-Skurpsalot
d80e0aeef4
Update ExampleModule.tscript
removed execution of keybinds, only done in core/clientServer/scripts/client/client.tscript now.
2025-12-12 20:11:18 -07:00
Sir-Skurpsalot
7b81f5de44
Update client.tscript
Added execution of keybinds script, if generated by UI module
2025-12-12 20:08:58 -07:00
Sir-Skurpsalot
b3b98cd58e
Update remapDlg.tscript
Fixes with handling of mouse to keyboard and vice versa remapping.  Removed some unused function arguments, some organization / cleanup.
2025-12-12 20:03:39 -07:00
Sir-Skurpsalot
04af5aafcc
Update optionsMenu.tscript
Fixed problems mapping mouse to keyboard and vice versa, added saving of custom keybinds, added mouse sensitivity slider, changed organization of file, added some commenting
2025-12-12 19:57:27 -07:00
Sir-Skurpsalot
a032b9e2a9
Delete Templates/BaseGame/game/data/UI/guis/remapConfirmDlg.gui
Not used
2025-12-12 19:45:37 -07:00
Sir-Skurpsalot
fc1a3712a9
Delete Templates/BaseGame/game/data/UI/scripts/controlsMenu.tscript
Deleted due to unused functions, functions in-use moved to relevant scripts
2025-12-12 19:42:18 -07:00
marauder2k7
7cd94f5de5 tested and working
hopefully it stays that way
2025-12-12 14:40:04 +00:00
marauder2k7
7d312d6429 Update shaderGen.cpp
3 clean run throughs with switches between levels and did not see the same issues as before. so we should be able to reintroduce the stage seperation checks
2025-12-12 14:40:03 +00:00
Brian Roberts
9f29bee45f
Merge pull request #1606 from marauder2k9-torque/AssimpImportFixes
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Assimp Import Axis
2025-12-11 11:02:40 -06:00
Brian Roberts
d2e4ae383d
Merge pull request #1607 from Azaezel/alpha41/fixKeyvalue
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set default hdr postfx keyvalue to baseline
2025-12-10 16:34:21 -06:00
AzaezelX
f57bc015a9 set default hdr postfx keyvalue to baseline 2025-12-10 16:29:09 -06:00
marauder2k7
2ca11b4a94 remove all stage specifics and dynamic naming
always running into issues with this as at times features are coming in with a different index and that affects how another stage is interacting with that shader. This produces alot more shaders, previous run with these was around 500 but without it is producing over 800 (this includes tso compiled output)

This may be something that will only work for the shadernodes as users will be designing those.
2025-12-10 14:17:51 +00:00
marauder2k7
dc2a9ed2e5 few more features seem to cause conflicts
move clearing of the map out of flushproceduralshaders, this function is now empty, not sure if this is going to cause issues elsewhere but what was happening was postfx manager was setting the hdr format after the level had been loaded, the materials for a few objects were being setup but then the shadergen process would execute on them again and it would clear the cache and cause double ups
2025-12-10 13:24:57 +00:00
marauder2k7
dd1486c8d8 Update build-macos-clang.yml 2025-12-10 08:22:20 +00:00
marauder2k7
cc17dcdc17 Update assimpShapeLoader.cpp
signage still causes issues
2025-12-10 08:21:47 +00:00
marauder2k7
4ceeb07ea0 Update shaderGen.cpp
move skipregen initialization
2025-12-10 07:23:31 +00:00
marauder2k7
21534473c9 Update shaderGen.cpp
vertex shaders need to regen on run again to get the vertex format setup
2025-12-10 07:23:30 +00:00
marauder2k7
ae785f0e5e shader fixes
some shader features require these to be checked by both vert and pixel stages (similar to alphatest)
2025-12-10 07:23:29 +00:00
marauder2k7
d22e3ebfc9 Other cache changes
Added index to the cache name
Moved the hash out to the torque namespace
DX now outputs the compiled shader
2025-12-10 07:23:27 +00:00
marauder2k7
f5414c9e64 Update shaderFeature.cpp 2025-12-10 07:23:26 +00:00
marauder2k7
7ea1cb2843 ShaderGen stage dynamics
ShaderGen now generates a ShaderData class to simplify macro switchups
ShaderData caches mInstancingFormat

ShaderGen now creates a cache of the files that already exist, and if it exists it will return and use that file instead of regenning a new one. Vertex files can be used for multiple pixel files and vice versa

Requires partial shadernode setup due to changes on how shader feature parameters are handled
2025-12-10 07:23:25 +00:00
marauder2k7
6a6ab76f36 Update shaderOp.cpp 2025-12-10 07:23:24 +00:00
marauder2k7
966b109bd6 use resolveSourceType
Use resolve source type for other shaderops
This allows us to be more dynamic in the shaderop logic
moved function out to langelement, this allows it to be used inside shaderFeatures
2025-12-10 07:23:22 +00:00
marauder2k7
a92ea1ffab vertex position node
Cross api support for vertex positions
matrixmultiplyop added for multiplying matrix with other types
automatically expands or shortens vec types to suit the matrix
Added identity to the matrix initialization op.
2025-12-10 07:23:21 +00:00
marauder2k7
cff7a8060d shadergen op classes
Added CastOp logic, prints out a cast operation
MatrixInitialization operation, takes input langelements and initializes a matrix
Other functions added to langelement
2025-12-10 07:23:20 +00:00
marauder2k7
dfbea4540d output vars
add output vars to the param types
fixed gl bug need samplertype
2025-12-10 07:23:19 +00:00
marauder2k7
7d3b4d8ac9 shader nodes
Shader gen unification
Shader node features can now be initialized with parameters set through FEATUREMGR
This is to facilitate creation of node features from script.
ShaderNode parameters are now no longer sent around as a void* and now use base type FeatureParamsBase
2025-12-10 07:23:18 +00:00
marauder2k7
a716107dd2 Assimp Import Axis
Build a matrix to fix the assimp import to be zup yforward
2025-12-10 04:52:03 +00:00
Brian Roberts
b919ab50ed
Merge pull request #1604 from Sir-Skurpsalot/Skurpz/controls-menu-fixes
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Skurpz/controls menu fixes
2025-12-09 21:31:43 -06:00
Brian Roberts
bebce304b3
Merge pull request #1603 from Azaezel/alpha41/assetNetworkFollowup
followup to https://github.com/TorqueGameEngines/Torque3D/pull/1601
2025-12-09 21:31:30 -06:00
Brian Roberts
3448d8f21a
Merge pull request #1605 from marauder2k9-torque/Asset-Networking
follow up to asset data management
2025-12-09 21:31:04 -06:00