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
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
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
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.
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
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
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
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.
Added CastOp logic, prints out a cast operation
MatrixInitialization operation, takes input langelements and initializes a matrix
Other functions added to langelement
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