Commit graph

147 commits

Author SHA1 Message Date
Areloch 0a962342ac Adds handling to the path manager so it can deal with both looping and non-looping paths 2020-11-02 23:26:50 -06:00
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.
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
AzaezelX 1afd1996fe sceneobject mountchain enable/disable collision aug 2020-10-09 16:51:26 -05:00
Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 2020-10-04 00:00:01 +02:00
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
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
Areloch 2c2c9659e1 Merge branch 'alpha40_HiddenHugs' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:17:24 -05:00
AzaezelX 7392d598da uninitialized variables-scene 2020-05-11 15:20:03 -05:00
AzaezelX 9c71d5eace Merge branch 'Preview4_0' into alpha40_HiddenHugs 2020-03-29 17:40:22 -05:00
AzaezelX bf50af7954 show/hide children automagically for simgroups via inspector
operates by shifting oninspectpostapply callback further down the inheritance hieracrchy and add some scripts to trigger sethidden and setlocked for all sceneobjects in a given simgroup if the states are set for that group
2020-03-29 17:36:33 -05:00
Areloch 954743f55c Merge branch 'alpha40_pathshape' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:49 -06:00
Areloch a7b7f755a3 Merge pull request #144 from Azaezel/alpha40_editedCallback
adds an onInspectPostApply(%objectInsatnceID) callback
2020-01-14 19:27:04 -06:00
AzaezelX d872d84b9f adds an onInspectPostApply(%objectInsatnceID) callback triggered any time the inspector is impacted (so moving things, scaling them, or otherwise altering variables on a given instance via editor) 2020-01-12 17:25:08 -06:00
AzaezelX f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
Areloch d840d52038 Added asset import logging
Added WIP of lighting viz logic to point and spotlight shaders
Made new asset window adhere to path-based system
Ongoing work to standardize asset import actions
Context-based Asset Import popups
Fixed behavior with adding a new sequence in shape editor
Made it so apply in PostFX editor no longer closes window
Work to re-add class visibility filters in editor
2020-01-09 18:28:53 -06:00
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch 09c651c26d Corrected profile for GameObjectAsset type field button
Initial implementation of changeable TSStatic materials via material slots and drag and drop of material assets onto world editor from AB
Updated Volumetric Fog to support ShapeAsset for it's model data
Added cmake option to hide literal filename fields if the class supports asset fields for the same input
Added light viz modes to see diffuse, specular and detail lighting modes(currently just sun)
New raycast console function to return back material of hit object
Moved GameObject logic to SceneObject and started fixing up of editor behavior to allow any SceneObject to be converted into a GO, along with all supported behavior such as instance-template management and spawning GO via drag-and-drop from AB
Fixed inspector field tooltip text to be positioned in inspector footer properly again
Drag and drop of shape asset attempts to drop at raycast position now, instead of just at the camera ray position
2019-12-05 20:42:47 -06:00
AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch 89128ce14a Post FX script file initialization 2019-07-15 00:38:53 -05:00
Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
Areloch c622cfcb6b Modification of #2145
Original PR broke class-type visibility toggles in the editor, so this adjustment on the same setup keeps the optimized path, but also enables the original class-based render toggle if the editor is open.
(Also adds TORQUE_TOOLS check to have it be even leaner if the project doesn't have tool support at all)
2019-04-08 10:20:13 -05:00
Areloch 70d85d2241 Begun hook-in of skylight into array
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work)
Hid irrelevent fields from given probe types.
Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
2019-03-02 04:48:07 -06:00
Areloch 9bf8337e4a Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
suncaller 265e64f6fc Clean up MSVC warning [C4305]: truncation from 'double' to 'F32' 2019-02-02 23:07:44 -05:00
Azaezel 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Areloch 6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Azaezel 74ca8d106c retweaked filter for wether ot not to supress the zonelight culling methods when not in the diffuse pass 2018-12-05 10:55:29 -06:00
Azaezel bd742bbf75 registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up 2018-12-04 12:41:15 -06:00
Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Azaezel 13334b4d5c Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/sfx/sfxSystem.cpp
2018-04-23 10:08:14 -05:00
Lukas Joergensen 76908eae3c Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
Lukas Joergensen e718841467 Eliminate DefineConsoleFunction 2018-04-17 20:54:08 +02:00
Areloch bc1b506205 Merge pull request #2146 from Azaezel/specializationShenanigans
changes find, swap, for_each, and delete_pointer from global to t3d namespace
2018-04-17 03:02:03 -05:00
Azaezel cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel d979cf9d2d PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
Azaezel ebf3f2d971 reflector classvar cleanups 2018-03-13 21:26:27 -05:00
Azaezel 9dd9d2f9b7 scenecontainer cleanup 2018-03-13 17:29:03 -05:00
Azaezel 2369645a5a simset::objectList to simset::mObjectList 2018-03-12 03:58:19 -05:00
Areloch 8dedcf456a Cleanup of export function to remove redundant arg
Removed unused var
Cleaned up collision export on convexShape
Added prefab export functionality
2018-03-04 16:03:39 -06:00
Areloch 49639a908f Expanded mesh baking functionality, now supporting baking of LODs and Collision meshes 2018-03-01 01:51:18 -06:00
Areloch 68efd8e22a Updates to component classes -
Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00
Azaezel 01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 2017-12-27 22:57:47 -06:00
Lukas Joergensen 2bd43efcb9 Fix minor errors in console function definitions 2017-12-08 21:08:35 +01:00
Areloch 95053c6038 Merge pull request #2095 from Areloch/SetForwardVector
Enables setting the forward vector of a Scene Object
2017-10-26 02:41:52 -05:00
Areloch d6ccaa7fe8 Corrected documentation. 2017-10-17 21:00:42 -05:00
Areloch 0c21ef1b45 Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
Areloch bdac9286ee Enables setting the forward vector of a Scene Object 2017-10-15 03:49:18 -05:00
Areloch e023cf3a60 Merge pull request #2056 from Bloodknight/afx_merge_main
Afx merge main
2017-10-11 08:47:47 -05:00
Areloch 70c154c7d3 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00