Commit graph

3054 commits

Author SHA1 Message Date
Areloch 7029024b8e Updated TSStatic to utilize the getShapeAsset utility functions, and shifted the loader logic to utilize ShapeAssets exclusively, having straight file names go through the utility function to find/process a relevent asset. 2020-03-21 00:36:49 -05:00
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00
AzaezelX c9518f678a compilation correction 2020-03-15 00:15:58 -05:00
AzaezelX ef264083ae followuup to #837378a -safety checks for select within zone 2020-03-11 12:41:21 -05:00
Areloch 0e006b2264 Merge pull request #147 from Azaezel/alpha40_TranslucentShadows
adds alphatest shadows for translucent objects
2020-03-11 00:44:30 -05:00
AzaezelX a308261886 followup: convex shape translucent with alphatested shadow support 2020-03-10 16:11:41 -05:00
AzaezelX 9beaba0e60 HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there... 2020-03-08 17:25:27 -05:00
Areloch 0bf8eb5517 Merge pull request #145 from Azaezel/alpha40_zonePicker
select within zone pushbutton
2020-03-03 11:06:52 -06:00
Areloch 2d015bc426 Merge branch 'alpha40MakeMats' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:48:07 -06:00
Areloch 954743f55c Merge branch 'alpha40_pathshape' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:49 -06:00
Areloch f30aed628f Merge branch 'alpha40_zonePicker' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:28 -06:00
Areloch afbc781d98 Merge branch 'alpha40_ReactiveRigidReorg' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-03 10:47:12 -06:00
AzaezelX f956c17f3b for normal rendering, if we're translucent, don't use alphatesting. (as a remindernote, the shadowmathook removes MFT_IsTranslucent]) 2020-03-01 11:51:50 -06:00
AzaezelX ff4b025c2c adds alphatest shadows for translucent objects
leverage the fact shadergen spits out a modified material per pass, in this instance the shadow pass, to basically flip the translucent aspect off if you've got both translucency and alphatesting flipped on.
2020-03-01 10:47:25 -06:00
Areloch 9c381caea2 Added initial implement of Image Types for GFX resource management
Added logic to intercept TSStatic setting shape to try and utilize a shapeAsset if it can find a matching loose file
Added lookup logic for getting any textures inside collada files to streamline asset importing logic
Fixed modal behavior for Import config and import window
Initial implementation of loose file/legacy file importing
Adjusted Asset Browser and Asset Import refreshing behavior to queue to improve performance by avoiding multiple refreshes as well as potential infinite loops
Fixed volume visibility behavior
Fixed physics world viz toggle
2020-02-17 00:32:50 -06:00
Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path
Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc
Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector
Adjusted expand behavior of guiTree to be more reliable
Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields
Removed redundant PreMult translucency type code
Added setting of feature so probes work when in forward/basic lit mode
Corrected indexing error in SQLiteObject class so it properly parses with the updated console API
Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy
Fixed var when trying to bind the camera to the client
Added project setting field to dictate the default render mode between Forward or Deferred
Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field
Integrated DOF PostFX into updated PostFX Editor paradigm
Updated setting group name for vignette postFX
Shifted shaderCache to be in data/cache along with other cached files
Added helper function to replace strings in a file
Fixed ExampleCppObject asset to have correct loose file references
Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default
Fixed verve reference to root scene group
Adjusted location of a nonmodal gui profile so it loads at the correct time
Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag
Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful
Initial work into zip and folder drag-and-drop asset importing support
Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions
Updated example asset type file
Ensured all asset types have proper handling for move, rename and delete actions
Fixed double-click behavior on folders in the AB
Fixed CPP asset preview
Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser
Added ability to convert a non-module top-level folder in the AB into a module
Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules
Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake
Fixed convex editor's material handling to work with AB and reference back properly
Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow
Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open
Added some additional common text gui profiles
Disabled calls to old editor settings logic in various editors to remove spam
Added callOnModules call so tools can initialize properly when the world editor is opened
Fixed logic test for visualizers
Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 01:47:28 -06:00
AzaezelX 245994dbdd Merge branch 'rigidshapeReorg' of https://github.com/Azaezel/Torque3D into alpha40_ReactiveRigidReorg
# Conflicts:
#	Engine/source/T3D/rigid.cpp
#	Engine/source/T3D/vehicles/vehicle.cpp
2020-01-22 05:33:47 -06:00
AzaezelX dbf34df71d select within zone pushbutton 2020-01-16 21:07:37 -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 c082f13b71 missing extract bit 2020-01-12 00:40:00 -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 5375a4b275 Merge pull request #140 from Azaezel/alpha40TerrainTricks
Alpha40 terrain tricks
2020-01-09 18:30:01 -06:00
Areloch 8f68cfbf1e Merge pull request #141 from Azaezel/alpha40ProbeFilter
hooks up missing probe capture filters
2020-01-09 18:29:45 -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
AzaezelX d75593bf6f hooks up missing probe capture filters 2020-01-01 22:37:27 -06:00
Areloch 7dc6ab42dc Merge branch 'Preview4_0_ShadowCache_Component_Cleanup' of https://github.com/Areloch/Torque3D into Preview4_0 2019-12-23 23:24:47 -06:00
Areloch c0dd314c12 Changed default terrain paths to go into data/terrains if nothing is set
Added default terrianmat definition for warning_material
Corrected separator-h image path for a few GUI controls
Corrected SelectAssetPathWindow reference so it focuses the window right
Changed new asset window to work with new Select Path window and address system
Added call to force AssetBrowser to load/initialize when the tools are initialized(ensures anything utilizing assets in other tools don't have reference issues)
Standardized drag-n-drop move behavior in the Asset browser so dragging onto the folder tree and a folder in the browser both behave more predictably
If import config is set to not allow importing with errors, then the Done button is disabled when errors are detected
Updated the example assettype file for the AB
Fixed up move/delete/rename behavior for folders in AB
Begun full standardization of move/delete/rename actions for other asset types in AB
Added standardized call for New Asset field fillouts by letting the asset types populate them
Moved terrain block creation to the standard create call so it can accept other normal fields like resolution
Updated the 'Do you want to create' terrain block prompts to generate the asset if yes, and if no it'll prompt to go find an existing terrain asset
Added placeholder image for terrain material asset for preview
Updated refresh behavior for terrain material assets so they properly populate on creation now
Added standardized functions to the directoryHandling class for folder/file manipulation
Corrected some warnMat image references
2019-12-23 12:37:55 -06:00
AzaezelX 596dcb935d general cleanup GLSL side for terrain 2019-12-21 08:49:47 -06:00
AzaezelX 9ae1af645c work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00
AzaezelX 29a8d5d36c backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks 2019-12-17 19:26:47 -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 f007700646 Merge pull request #133 from Azaezel/alpha40MacFixes
mac crashfix and compilation correction.
2019-12-08 15:55:00 -06:00
Areloch a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes
added dynamic reload on editor profiles when the theme is changed via editor
Adjusted direct filename fields to just be hidden, not disabled(avoids breaking legacy content)
Added ability to update asset references in a given folder path
Added WIP ability to scan for and update module dependencies
2019-12-08 15:54:37 -06:00
Brian Roberts c0226d4640 mac crashfix and compilation correction. the former's down to a typo, the latter, needed specification for which class->setTexture(near identical sig) to use 2019-12-05 21:30:01 -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
Areloch b1e3706dd6 Removed unneeded deletion of asset definition in various asset deconstructors - was causing crash on shutdown when a new asset was made
Added ability to check if popup menu is currently Visible
Removed unwanted path debug/testing code from tsShapeConstructor
Made a number of default postFX's names more consistent and set up asset definitions for them. Began adding hooks to PostFX editor as well
Refactored Asset Import window with new layout, revamped import behavior to work with new layout concept and easier editing of import 'session'
Updated Asset Browser to utilize a common 'DirectoryHandler' object to standardize/centralize all folder navigation behavior for the asset tool ecosystem
Added new window to select path for assets
Refactored import config editor to be easier to utilize
Added field in editor settings to edit import configs without needing to first try and import assets
Updated a number of asset types' scripts to handle address-based system
Began standardizing a number of 'actions' for the asset browser, including drag-n-drop, renaming, deleting, moving, etc.
Made refreshing behavior of AB more consistent
When making new in AB folder, it will automatically navigate to the new folder
When making a new folder, prompts the folder name via new popup window
Refactored PostFX editor to use newer layout with side list for easier use
2019-12-03 00:09:18 -06:00
Areloch b2fcd5e7fb WIP corrections for drag-n-drop handling for cubemap and shape asset types
Added ability to override radio button behavior when selecting items in popup menus
Added ability to turn on rotation snapping as a setting, with SHIFT just inverting the rot snap mode
Implemented proper asset type filtering, complete with multiple type selection, and listing of active filters in AB footer. Selectable via visibility popup Menu
Moved asset preview button generation from code to template GUI file
added ability to move asset with drag-n-drop(Image asset only so far)
New AB folder icon
Properly link image asset fields to material asset if 'AlwaysPresentImageMaps' config setting is active
2019-11-24 06:52:34 -06:00
Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -06:00
Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 2019-11-22 10:02:01 -06:00
Areloch 60d0e73190 Enabled probe viz item for live updates of probes when working with them(auto-baking while on)
Updated debug forward mat viz to work with probe visualization
More correct premult math
Updated probe viz menu behavior to properly toggle and mark which is active
2019-11-22 01:30:49 -06:00
Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.
Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
2019-11-21 00:48:55 -06:00
Areloch c74b669f5e Removed redundant 'load last edited level' startup mode to editor.
Fixed recent levels open command behavior
Includes rextimmy's vertex WS normal logic in HLS shadergen
2019-11-20 01:39:12 -06:00
Areloch 62fabf6894 From @rextimmy was missing the stateblock handling for the Transparency mode Sub
Added Open Recent functionality to File menubar item
Added new editor setting for Startup Mode to dictate if it'll open the most recent level edited or the blank level, instead of utilizing a game UI control for level selection.
Properly re-enabled the handling for the forceSidebarToSide setting to track to the setting value
2019-11-19 01:25:24 -06:00
Areloch 7b5e1c3c58 @rextimmy fix for GuiWindowCtrl so they snap correctly again
Added asset loose files for editor and bake level files on level asset
Correct return of ConsoleGetType on TypeShapeAssetPtr
Adds shape asset support to TSStatic, now will support either raw shape file or ShapeAsset
Adds onInspect function behavior, so when object is inspected, it can do special editor behavior
Adds callback for when editTSCtrl is resized
Added editor setting to force the world editor sidebar(scene tree and inspector windows) to resize to fit to the right side of the screen automatically instead of float
If assimp loader encounters error, it's output into the console log
Makes root Data item in folder hierarchy tree in Asset Browser able to support right mouse popup menu action
Material and Shape assets now correctly base on current browsed folder
Material asset generation now more properly fills out common maps, as well as handles skipped dependencies better
More theme corrections
Updated TestGrid images asset defs to have proper loose file handling
2019-11-18 03:30:04 -06:00
Areloch 7ff451ec89 Merge branch 'alpha40_SetVdeoShenanigans' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-16 10:15:39 -06:00
Areloch 883420d21b Merge branch 'alpha40_spotlightSlimdown' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-16 10:15:07 -06:00
Areloch f1846c0389 Merge branch 'alpha40_blendstateFix' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-16 10:14:50 -06:00
Areloch 796a95b8a5 Adds isSRGB and invertSmoothness checkboxes to terrain material editor
Added ability for assimp loader to ignore cached DTS shapes on demand when building shape data
Added assimp importer options to asset import config settings set
Moved variableInspector field types folder from tools/assetBrowser/scripts to tools/guis
2019-11-11 01:40:55 -06:00
AzaezelX c2e018c6a7 from @rextimmy: corrections for stateblock blending support 2019-11-10 20:05:14 -06:00
AzaezelX 63a4d69a33 clip out eroneous test casuing issues with MFT_SubSurface 2019-11-08 05:54:30 -06:00
AzaezelX 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) 2019-11-07 23:18:14 -06:00
AzaezelX 60d2b0a0f6 conversion lockin: cleans out eroneous editor refs to specmap and specularmap in favor of the desired PBRConfigMap var name for the combined (smooth,ao,metalness) map used throughout 2019-11-07 03:46:31 -06:00
AzaezelX fb67458eaf fix terrain default values when not applying a pbrConfigMap 2019-11-07 03:27:44 -06:00
AzaezelX 062e6f3364 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into alph40_pbrConfig_BREAKINGWip 2019-11-07 01:39:50 -06:00
Areloch d8cc73f5a1 Added utility methods to AssetBase:
getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset

Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
2019-11-07 00:42:55 -06:00
AzaezelX a8b6327091 conforms platformWindow<implementations> to use _setVideoMode internals so that those are called by
void PlatformWindow::setVideoMode(const GFXVideoMode &mode)
{
   _setVideoMode(mode);
 getScreenResChangeSignal().trigger(this, true);
}

allowing the resize trigger to go off, as well as any other shared functionality we want to slim the per-implementation specs down to later down the line
2019-11-06 22:24:12 -06:00
Areloch 22249bf4d4 WIP of updating terrain editor to work with assets
Fix minor UI issues for asset browser
included folder 'asset type' script
2019-11-06 00:23:07 -06:00
AzaezelX a67d2c52cd "ShaderFeatureGLSL::getInTexCoord - Type mismatch!" bit turned out to be a simple typofix 2019-11-05 06:22:04 -06:00
AzaezelX 091af6bdff glowmap gl port rev1: debug yells about "ShaderFeatureGLSL::getInTexCoord - Type mismatch!", so will need to hunt that down before calling it final, but otherwise, functions. 2019-11-04 00:40:09 -06:00
AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 2019-11-01 19:29:31 -05:00
AzaezelX ac6fdf884e from @rextimmy, we need to target the lightmap gbuffer slot, not the color one 2019-11-01 03:24:23 -05:00
Areloch a85bc7bae0 Merge branch 'Preview4_0' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-01 01:24:57 -05:00
Areloch ab2057c9d3 Merge branch 'alpha40MonoColorMayhem' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-01 01:24:37 -05:00
Areloch 3c0b7b2086 Merge branch 'alpha40VCFixFrame' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-01 01:24:20 -05:00
AzaezelX 501990c3b6 from @rextimmy: ssao work
shifts ssao from the vectorlight to ibl-only via the reflectionProbearray postfx shader
2019-10-31 19:06:40 -05:00
AzaezelX 047a45c82d getChanelValueAt 'correction'
when feeding a u8 value from a 16 bit format, best to look up the red chanel for minimal artifacting
2019-10-30 21:39:20 -05:00
AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math 2019-10-30 18:29:11 -05:00
AzaezelX 0f5ba17126 needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side,
shifted the mft_skybox test on down below the checks for the presence of those features to be inserted, and removed them on out if a skybox.
2019-10-29 22:11:59 -05:00
AzaezelX 8cb018fb44 from @rextimmy: clamps the vc workaround now that later versions fixed that bug 2019-10-29 06:57:13 -05:00
Areloch 3af902c911 Merge pull request #114 from Azaezel/alpha40DBCache
Alpha40 db cache
2019-10-26 23:19:19 -05:00
Areloch 0b282c6947 Merge pull request #99 from Azaezel/alpha40ModuleDependencyResolvers
Alpha40 module dependency resolvers
2019-10-26 23:18:49 -05:00
Areloch 25a117159f Merge pull request #113 from Azaezel/alpha40VolfogTriggerTrip
set volfog to use the standard window-resized trigger for it's update
2019-10-24 21:20:53 -05:00
AzaezelX 8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature 2019-10-23 20:38:13 -05:00
AzaezelX ad216abc02 cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes 2019-10-23 14:59:29 -05:00
AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 2019-10-22 15:11:39 -05:00
AzaezelX 8b4f3fea31 misc formatting fixes, and a removal of the
bool LightningData::preload(bool server, String &errorStr)
{...
dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
...}
call causing network stream corruption
2019-10-21 18:58:15 -05:00
Areloch cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
AzaezelX 27d6665d21 set volumetric fog to use the standard window-resized trigger for it's update 2019-10-17 09:54:38 -05:00
AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts.
left:
     addField( "specularMap", TypeImageFilename, Offset(mPBRConfigMapFilename, Material), MAX_STAGES,
scripthook till last since that *will* break all current materials.
2019-10-16 15:51:02 -05:00
Areloch e621e362f4 Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
2019-10-06 01:29:12 -05:00
AzaezelX 466d03ffec adds a moduleDependencySort qsort callback, and uses it in the findModule method to massage the return vector by depends order 2019-10-05 07:53:43 -05:00
Areloch 01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch c9a63d63cf Updated ToolsGuiTextPadProile to comply to editor theme
Further tweaks/reorg to UI module
Implemented cubemap array scaling on GL so it doesn't crash when texture quality is lowered
2019-09-29 07:51:43 -05:00
Areloch 8403345de4 Merge branch 'SSR4' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:23 -05:00
Areloch 6b6e5b6ca2 Merge branch 'alpha40DynShadowRefreshRedux' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:04 -05:00
Areloch e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00
AzaezelX c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 2019-09-20 14:45:05 -05:00
Areloch ff4c2d59fc Utilizes old method to clean up tree items in GuiTreeViewCtrl to resolve guiEditor crashes
Updates probeManager to correctly utilize skylight idx to infer if a skylight is active, and set the SKYLIGHT_ONLY macro correctly, resolving erroneous behavior
Cleaned up some of the guiEditor initialization script to remove redundancy
Cleaned up tools modules loading script to remove redundancy
2019-09-18 01:41:57 -05:00
Areloch 9db95f4fb2 Implemented proper ScriptAsset execution on load
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
2019-09-13 00:27:48 -05:00
AzaezelX 28e4a86cff forgot the initializers and shader variable to source hooks 2019-09-06 14:48:15 -05:00
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 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows
ForcedMaterialMeshMgr tweaked to allow proper setting of override material
Ongoing WIP of update/fixing of options menus
WIP of expanded visualizers, including material complexity viz
Adds no-pie flag when compiling on linux with non-clang compilers
2019-09-06 00:00:17 -05:00
Areloch d720eb8ccd Makes the graphics menu in the stock UI mostly functional again
Adds sanity check to editing of gameasset script action in asset browser
Updates module template file
Updates visualizers
Fixes checking of popup menu items
Adds stub for TerrainMaterialAsset
2019-08-29 00:22:33 -05:00
Areloch 07b8619bf3 Changed findModule default version value to 1 to match default module version number
Added running of onCreateGameServer and onDestoyGameServer callOnModules for core modules as well to enable default datablock stuffs
Added default datablocks, materials and shaders for some base required objects such as spawn markers, ribbon particles and the like.
Includes ExampleModule to act as a template/documentation case for how modules should be set up
Includes GameUI module so there's a PlayGUI gui object by default.
2019-08-28 00:56:24 -05:00
Areloch ca38fff31a Merge branch 'alpha40LINwork' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:10:38 -05:00
Areloch 210009e498 Merge branch 'alpha40vertcolorCorrection' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:10:25 -05:00
Areloch 6d2699cb1e Merge branch 'alpha40Terrainfix' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:09:55 -05:00
Areloch 34d370c4f5 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-08-27 19:09:35 -05:00
AzaezelX 4e984cfd40 from @rextimmy - linearcolor set and = operators 2019-08-22 07:03:48 -05:00
AzaezelX ccb500f0ca leftovers from when we added explicit 16 bit greyscale texture support 2019-08-22 04:33:38 -05:00
AzaezelX 059d531b62 linux followup work by tim 2019-08-21 03:12:54 -05:00
Areloch 600859bd63 Force proper update of box probe when attenuation changes
Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00
Areloch ab9fc302fc Added D3D error code interpreter
Added sanity check for findMatch
Finished most of asset importer logic to utilize settings system
Cleaned up code for finding associated files
Added General importer settings category and integrated logic for those settings fields
Updated logic in variableGroup to support callbacks in custom fields
Updated logic in variableInspector to better handle callbacks, as well as being able to manually update when manipulating fields
Updated scripts to utilize project settings values for playGUI and mainMenuGUI names
Improved module-oriented loading of materials
Added util function for populating custom fonts
2019-08-12 01:04:17 -05:00
Areloch 02262b014a Removed test lines 2019-08-07 01:28:34 -05:00
Areloch 3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
AzaezelX b3d376d085 Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Areloch/Torque3D into Preview4_0_w_translucencyWIP 2019-08-05 01:34:23 -05:00
Areloch 1228fbcb78 Implemented initial pass at proper client/server separation handling for module initialization
Added GameModeName to Scene
Added function to get number of active scenes
Added logic to level/client loading to enact gameplay mode logic driven by either Scene's GameModeName or project setting's default game mode
Added template module.cs file for module creation and adjusted new module logic in AssetBrowser to create off template
Updated FPSGameplay code to have deathmatchGame mode work with new GameMode logic
Updated EmptyLevel scene to define deathMatchGame as gamemode
Updated FPSGameplay module script to properly client/server initialize
2019-08-04 23:21:28 -05:00
Jeff Raab da18eaff45 Initial implementation of separated client and server create/destroy functions for module setup
Implements fix so cubemap arrays load correctly when texture resolution settings have been lowered
Begun refactor of asset import config editing/settings.
2019-08-01 01:38:36 -05:00
AzaezelX 5112a98388 dx11 debugresult interpreter method (plugged into where we are finding issues with the material::mul switch on stateblocks 2019-07-22 08:39:51 -05:00
Areloch 2f68fdae5e Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP 2019-07-22 00:17:29 -05:00
Areloch ebe2c2dead Add vector light support to forward materials. 2019-07-22 00:16:58 -05:00
AzaezelX b6c28638b0 crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain) 2019-07-21 23:03:32 -05:00
AzaezelX 9859d9b7bc 'correct' refscale back to mismatching between forward and deferred. Because Reasons. >.> 2019-07-21 23:01:15 -05:00
Jeff Raab 38b0d0f1fe Updates names of probe forward shader consts to be consistent with shadergen, allowing proper data throughput 2019-07-16 09:34:31 -05:00
Jeff Raab 5088197d05 Merge branch 'alpha40translucency2' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-07-16 08:34:38 -05:00
Areloch 89128ce14a Post FX script file initialization 2019-07-15 00:38:53 -05:00
AzaezelX e83eabcb87 refbox calc parity, and killed off some doubled up alpha subtraction 2019-07-14 10:44:50 -05:00
AzaezelX 09c8e70e1c Merge branch 'Preview4_0' into alpha40translucency2 2019-07-11 03:45:21 -05:00
Areloch 98f50a4453 Fixed probe cubemap reindexing assignment
Fixed BRDF texture binding in forward pass so it doesn't screw with the probes or regular lighting results during bakes
Fixed early-out check on probe manager so probes can be rendered during reflect pass as well.
2019-07-10 23:41:55 -05:00
AzaezelX bc77ff0833 Revert "Updated SDL, Bullet and OpenAL soft libs"
This reverts commit 370161cfb1.
2019-07-08 09:49:44 -05:00
AzaezelX 63be684474 Merge branch 'Preview4_0' into alpha40translucency2 2019-07-08 04:11:57 -05:00
AzaezelX 3cf332e514 logic cleanup. discount doubleups on normal generation if we've already got one calculated on out. 2019-07-07 22:52:23 -05:00
Areloch f8750dd8ed Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00
AzaezelX 1ec9177557 augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side) 2019-07-02 19:26:20 -05:00
AzaezelX e51726aac6 albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer) 2019-07-02 19:24:25 -05:00
AzaezelX 2a5ab66718 unused var cleanups 2019-07-02 19:22:55 -05:00
Areloch e87dc787ee Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
Areloch a2aa241c92 Merge branch 'alpha40Probework' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-06-29 03:11:58 -05:00
Areloch 0eca610c50 Merge pull request #56 from Azaezel/alpha40_4_entityComponentCleanup
Alpha40 4 entity component cleanup
2019-06-29 02:43:46 -05:00
AzaezelX 4d714091b7 missed a few conversions 2019-06-28 10:56:38 -05:00
AzaezelX 01f6938746 nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box. 2019-06-28 10:21:50 -05:00
Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch e5c12f4aab Reduce console spam from probe manager when not in debug
Added ability to activate height override on inspector fields from script
Further refinements of theme usage as well as editor settings
2019-06-17 23:48:20 -05:00
Areloch 07b28cb29a GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
2019-06-17 02:30:45 -05:00
Areloch dd3422b5a2 Added ability to pass ints to post effect shader consts
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch b40d33a663 WIP of shifting the skylight cubemap to be packed into the cubemap array 2019-06-05 01:04:47 -05:00
Areloch 27b304eec3 Various fixes
Separated baked cubemap load/processing logic into a separate function for clarity
various corrections for when fields change so it properly notifies down to the client
Fixed enable flag logic to actually work
Fixed skylight enable flag so it properly disables if flipped off
2019-06-05 00:07:46 -05:00
Areloch a552471e4e Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
Added some initial asset stuffs for Das Boot for building out a better testing level.
2019-06-04 00:21:52 -05:00
AzaezelX 7832458005 component vector cleanup cleanup 2019-06-03 15:12:56 -05:00
Areloch 17cec11b97 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch d4e55c1bf3 Merge pull request #55 from Azaezel/alpha40_createCompositeCorrection
Alpha40 create composite correction
2019-05-30 23:58:13 -05:00
Areloch f2ea040a0e Merge pull request #53 from OTHGMars/assimp_gltf_mats
Assimp Importer: Activates assignment for material light maps.
2019-05-30 23:57:27 -05:00
Areloch ae857faae2 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
AzaezelX 35ea209827 corrects a leak found with createcomposite 2019-05-28 17:13:05 -05:00
Areloch 98c4606b3c Removed test custom shader bindings until memleak is corrected. 2019-05-27 13:06:15 -05:00
Areloch 8196ad9d32 Removed old code that set the BRDF texture and caused a texture profile conflict with the probe array post effect, leading to a crash.
Renamed hasSkylight to mHasSkylight to avoid var ambiguity.
2019-05-26 03:13:16 -05:00
OTHGMars 2320b59bed Activates assignment for material light maps. 2019-05-26 03:21:42 -04:00
Areloch d9f80140f1 Include materialball shape asset info
Includes spectatorGameplay by default for streamline testing for now
Adds in reparentItem for GuiTreeViewCtrl
Added gitignore to shaderCache/.gitignore
Fixed material asset import logic to properly parent included images to the material
Includes D3D_Compiler47.dll for dependency compliance, and modified cmake file to not install said dll if not using D3D11 API
2019-05-25 03:37:18 -05:00
Areloch dfa0f30572 Merge branch 'alpha40Macwork' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-05-25 01:12:20 -05:00
Areloch c1d67c5561 Merge branch 'Alpha40ReskinRevamp' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-05-25 01:11:13 -05:00
Areloch ef226f6a65 Merge branch 'Assimp_Settings' of https://github.com/OTHGMars/Torque3D into Preview4_0 2019-05-25 01:08:16 -05:00
Brian Roberts 2c3ab893c7 specify 4.0 core profile usage. see: https://en.wikipedia.org/wiki/OpenGL_Shading_Language#Versions 2019-05-24 19:06:38 -05:00
AzaezelX 4ee8df8863 windows and linux AL_ALEXT_PROTOTYPES blocks, as well as exposed the defining of it cmake side for the adventurous (windows and linux on by default, mac off till we sort why dylibs are freaking out) 2019-05-24 14:12:04 -05:00
Brian Roberts 518cd593b2 revert to using the stock mac framework, and encapsulate nonstandard openal extensions usage under a set of #if defined(AL_ALEXT_PROTOTYPES) blocks 2019-05-24 11:11:09 -05:00
AzaezelX afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
# Conflicts:
#	Engine/source/materials/materialDefinition.cpp
#	Engine/source/materials/processedFFMaterial.h
#	Engine/source/materials/processedShaderMaterial.cpp
#	Engine/source/renderInstance/renderBinManager.cpp
#	Engine/source/renderInstance/renderGlowMgr.cpp
#	Engine/source/renderInstance/renderMeshMgr.cpp
#	Engine/source/renderInstance/renderPassManager.h
#	Engine/source/renderInstance/renderTranslucentMgr.cpp
#	Engine/source/shaderGen/customShaderFeature.cpp
#	Engine/source/shaderGen/customShaderFeature.h
2019-05-22 23:36:15 -05:00
Areloch f9371bfc2e Proper splitting of D3D and OpenGL sides of the CSF. 2019-05-22 21:44:07 -05:00
Brian Roberts 6c6bd7596b conformed the function pointer table fill-out pattern to prior usage cases mac side, though it would appear we've still got issues finding the methods to bind 2019-05-21 23:27:59 -05:00
Brian Roberts a5f2848b0d (partial) mac compilation correction -
1) correct cmake to look to the included openal-soft, not the system framework.
2) (incorrect) stubb-ins for library to function table binds
2019-05-21 21:31:30 -05:00
Brian Roberts 47640420ca mac compilation correction - don't use Class:Class constructors 2019-05-21 21:29:19 -05:00
Brian Roberts c32345fcd1 verve mac compilation corrections - defaults for script bindings (return for one case, lack of input for the other) 2019-05-21 19:36:30 -05:00
Brian Roberts 2e1fe56815 verve compilation correction - need to cast to char *, not use the raw string for the con:: series of methods 2019-05-21 19:34:51 -05:00
Brian Roberts 9592275fb8 mac compilation correction - verve templates order of operation compiles 2019-05-21 19:33:35 -05:00
Brian Roberts f79265089a mac compilation correction - casting flaw 2019-05-21 19:32:17 -05:00
AzaezelX 76dbedb02f reskinning fixes
1) falls back to assuming the word "base" is what is to be replaced if no "oldSkin = newSkin" entry exists
2) falls back to *using* base if the entry is left entriely blank
2019-05-21 12:03:19 -05:00
OTHGMars 2eaa917e00 Import settings persistence
Adds new settings to ColladaUtils::ImportSettings and TSShapeConstructor::ImportSettings for persistence. Shape will now be re-imported with the original settings if the source art is newer or the cached.dts file has been deleted.
Fixes material transparency blend mode assignment.
Adds implementation for override scale, material prefix and always/never import options.
Reads and applies metadata fields for scale and up axis from formats that provide it.
Eliminates the assimp.log file and redirects log messages to console.log. Verbose logging is enabled in debug builds.
2019-05-21 01:18:27 -04:00
Areloch 8d3821219f Added practicing's openAL eax fix 2019-05-19 21:33:58 -05:00
Areloch ebb51bb178 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch 8c05e33e7e Forgot changes to the guiTreeViewCtrl to enable advanced filtering behavior. 2019-05-18 02:37:28 -05:00
Areloch af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 2019-05-17 01:48:45 -05:00
Areloch 529558f671 Initial implementation of Custom Shader Features 2019-05-17 01:20:19 -05:00
Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch 3fa7a0d4fa Various fixes 2019-05-11 21:42:27 -05:00
Areloch 60a29777fa WIP updated UI
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
Areloch e83ec69292 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development 2019-05-06 01:50:45 -05:00
Areloch 82c74b4511 Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development 2019-05-06 01:49:58 -05:00
AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 2019-05-05 20:10:14 -05:00
AzaezelX 80c9f35ee1 go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet 2019-05-05 18:34:39 -05:00
AzaezelX ae752a04e8 remed out stray code cleanups, added more remmed out code for referencing the way defered calculates bbminmax (as a percentage of the probes actual scale so folks can just copypaste most times) 2019-05-05 18:30:40 -05:00
Areloch 951594259f Merge branch 'AssimpWIP' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:16 -05:00
Areloch bac0b2e8df Merge branch 'GameObjectExamples' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:00 -05:00
Areloch 7f37aced90 Merge branch 'ExpandsComponents' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:09:09 -05:00
Areloch ace58e2c28 Merge branch 'ExpandedAssetsPR' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:08:11 -05:00
Areloch 13fb5cd5b9 Merge pull request #2311 from Bloodknight/TerrainSnapOffsetZ
Snap to terrain Z offset.
2019-05-04 14:25:03 -05:00
Areloch 4e9b9b4724 Merge pull request #2328 from Areloch/neverImportMat
Adds a filter for materials to never import when importing a shape
2019-05-04 11:51:21 -05:00
Areloch 5d1ff71525 Merge pull request #2324 from Areloch/TweakedguiTreeViewObjectHandling
Tweaks some object handling of guiTreeViewObj
2019-05-04 11:51:03 -05:00
Areloch ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch ba2e9f1547 Merge pull request #2342 from Azaezel/volFogFix
fix(es) for volumetric fog when dealing with dedicated servers.
2019-05-04 11:24:18 -05:00
AzaezelX 432a927884 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:40:57 -05:00
Areloch 446d094b03 uncommented a bit that was done up for debugging/testing 2019-05-03 00:30:05 -05:00
AzaezelX fccd2117cf Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-05-03 00:21:01 -05:00
Areloch bd170b5abe WIP of forward probe scoring. 2019-05-03 00:03:58 -05:00
Areloch 4e557aec83 Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.
TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
2019-05-02 00:05:12 -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
AzaezelX 98a3ff604a nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries) 2019-04-29 19:40:22 -05:00
AzaezelX d519479562 shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo 2019-04-29 17:39:47 -05:00
AzaezelX de385bc220 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-29 00:32:40 -05:00
Areloch 65fb8bc5f3 Ongoing fiddling with correcting the forward render behavior. 2019-04-29 00:07:38 -05:00
AzaezelX 26b3ecff4c Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP 2019-04-28 20:37:03 -05:00
Areloch 6db975e81c random testing bits trying to isolate remaining forward issues. 2019-04-28 18:32:23 -05:00
AzaezelX d2a01ece03 gl conversionwork - forward lit variant. do note, crashs with
`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
2019-04-28 06:24:19 -05:00
Areloch 093f50bd9d Make the gl cubemap array init that takes a pointer list of cubemaps actually have parity to the updateTexture gl calls(aka, actually works). 2019-04-27 03:09:01 -05:00
AzaezelX 404cb929c1 we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance 2019-04-26 13:33:28 -05:00
AzaezelX d766348867 1) bumped bytesPerTexel on up to 8 and got rid of the explicit fillin
2) fed glTexSubImage3D GL_RGBA instead of a second GFXGLTextureType[mFormat]. this tells it what order colors come in, not what size
3)for safeties sake, skipped out on updatetexture if the fed cubemap isn't initialized yet
2019-04-26 13:32:23 -05:00
Areloch 175f0eebb7 ongoing WIP of openGL cubemap arrays.
Got the initialization of the arrays to work, but currently fill the supplied cubemaps with flat 1 values(effectively filling with garbage) as sampling from the cubemap to feed to the array leads to memory/heap corruption.
2019-04-26 01:57:07 -05:00
OTHGMars 8ecbe5992a Sanity check for sequence times.
If the sequence end time is greater than 1000, millisecond timestamps are automatically assigned.
2019-04-25 16:27:46 -04:00
OTHGMars 6660f253b5 Fix for importing animated skinned meshes.
Scale is negated in inverse bind matrices.
Vertex weights are normalized (glTF importer is limited to 4 weights per vert).
Fixed interpolation for animations where the first frame is not at 0.0.
Allows cached.dts version of assimp imported shapes to be loaded.
2019-04-25 16:02:22 -04:00
AzaezelX b5436b6cb7 tweaked the updating behavior in the probe manager so calling updateProbes just flags a ProbesDirty bool, which is used to kick the update of the static parameters when the bin's render() is called
that way if multiple probes get updated at once, we don't hit the update loop for each one, which is obviously silly
also fixed the 'probes' cubemaps aren't ready until you nudge them'
turns out when we were setting out global var which we used for the irradiance and prefilter cubemap paths, it was being set AFTER the probes got loaded
so it was using an invalid path to look up the cubemaps
-@areloch
2019-04-22 15:39:55 -05:00
OTHGMars a4a97cc3d3 Additional filters for material names. 2019-04-22 06:53:29 -04:00
OTHGMars 70bbad8411 Sequence timing options.
This commit deals with the problem that the keyframe timestamps are not standardized. Seconds, milliseconds and ticks are used depending on the import format. There is no metadata or property that specifies the format used, so the option is exposed to the user as part of the import options gui.
2019-04-22 06:52:59 -04:00
OTHGMars 04355156de Fixes crash from unnamed animation sequences.
Unnamed sequences are now renamed 'ambient'. Crash found in shape models/glTF2/simple_skin/simple_skin.gltf.
2019-04-22 00:12:49 -04:00
OTHGMars ad29d3132e Material initialization.
Fixes material initialization for texture and transparency assignments.
Lists all available material properties to console in debug builds.
Adds TORQUE_PBR_MATERIALS define for testing with PBR branches.
2019-04-22 00:08:15 -04:00
OTHGMars 0859b29fa1 Embedded texture extraction.
Caches textures to disk for shape formats that support embedded textures.
Only the compressed texture codepath has been tested. There are a large number of binary gltf files with embedded (and pbr) textures for testing here: https://github.com/KhronosGroup/glTF-Sample-Models
2019-04-21 23:59:40 -04:00
Areloch 73cb9343d2 Tweaks to the rapidjson stuff so it all plays nice, as well as minor additions to Filestream so it works with the rapidjson stuff. 2019-04-21 04:19:38 -05:00
Areloch dbd48cdbc1 WIP of the rapidJson update 2019-04-20 18:52:24 -05:00
OTHGMars 17a2e416ed Adds animated node transforms for animation importing.
Fixes sequence timing variables.
2019-04-18 16:45:52 -04:00
AzaezelX d034ea2be8 no point in resetting effectiveprobecount or mipcount in the compute4probes method. the latter is going to remain a fixed global var to support the cubemap arrays while the latter isn't even used by forward lit (though it likely should be, rather than trying to cook up 2 bound vectors) 2019-04-16 11:47:21 -05:00
AzaezelX a0d1a076d5 Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/renderInstance/renderProbeMgr.cpp
2019-04-16 09:34:01 -05:00
Areloch 000c7b2263 GL work 2019-04-15 23:11:18 -05:00
OTHGMars bd486bab66 Changes default winding order to be CCW. 2019-04-15 23:04:47 -04:00
OTHGMars f0ccd8d079 Adds verbose logging in debug builds.
Properly disconnects the logging stream.
2019-04-15 23:00:27 -04:00
OTHGMars 75440918e5 Copies Collada import options to Assimp.
The lodType, singleDetailSize, adjustCenter and adjustFloor options been added to the importer.
Implementation of $Assimp::FlipNormals has been fixed.
$Assimp::FlipWindingOrder has been added to expose aiProcess_FlipWindingOrder.
Logging is now enabled and directed to assimp.log.
2019-04-15 18:57:24 -04:00
AzaezelX 9597014bc2 resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type 2019-04-11 12:31:15 -05:00
AzaezelX 7108c8cc64 use the right recreation when lacking a composite map (still need to do up matinfo flags) 2019-04-11 12:30:03 -05:00
AzaezelX d2ed2555c9 typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred 2019-04-10 17:46:42 -05:00
AzaezelX 0cd8948fcf stray var killoffs 2019-04-10 17:44:54 -05:00
AzaezelX 8118f42411 leverage the macros for a bit more legibility 2019-04-10 14:14:10 -05:00
AzaezelX ed385ff342 conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect) 2019-04-10 12:56:20 -05:00
AzaezelX 15ca6eabb4 cleanup duplicate var, and constructor-init skylight shaderconsts 2019-04-10 12:54:46 -05:00
AzaezelX 68f47d6041 defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface 2019-04-10 11:48:22 -05:00
AzaezelX b9c2db28e4 enhanced stage check 2019-04-10 11:43:45 -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 c025760422 Majority of forward work. Some state/register count issues and further testing required.
Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
2019-04-07 23:57:05 -05:00
Azaezel 8e9468bddb surpress nonrendered lights killoff method till we've time to revisit that 2019-04-04 20:56:57 -05:00
Areloch afb5a589c3 Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
2019-04-03 00:13:58 -05:00
Areloch 59b6e67ecf Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
Areloch 15e50f58d6 Merge pull request #2313 from OTHGMars/MousePos
Switches to absolute position for mouse tracking.
2019-03-31 14:16:52 -05:00
Areloch 6daf0c8d34 Merge pull request #2338 from Areloch/MoreMenubarFixes
Fixes some outstanding menubar problems.
2019-03-31 12:39:31 -05:00
Areloch 67060e5c38 Merge pull request #2340 from Areloch/popupMenuBGFix
Makes the popups correctly operate anywhere in the space of the canvas
2019-03-31 12:36:15 -05:00
Areloch fc93bc229c Merge pull request #2339 from Areloch/MountedCollisionsFix
Adds logic to temporarily disable collisions of mounted objects on Players
2019-03-31 12:31:57 -05:00
Areloch f71db60e78 Merge pull request #2336 from wcbx/wcbx-cloudtexprofile
Fixes artifacts in Cloud Layer.
2019-03-31 12:31:37 -05:00
Areloch 2977fc1415 Merge pull request #2144 from RichardsGameStudio/development
Allow correct display of widescreen resolutions (16:9 and 16:10 ratio) on a 4:3 ratio display
2019-03-31 12:22:09 -05:00
Areloch 69b7ffc3af Merge pull request #2335 from Azaezel/navmeshNoNo
rewrite of NavMeshUpdateAll/NavMeshUpdateAroundObject
2019-03-31 12:20:16 -05:00
Areloch c7b542a875 Merge pull request #2331 from Bloodknight/PR_PlayerZRotation
Set contrsaints for Player Z rotation
2019-03-31 03:47:41 -05:00
Areloch f104fac305 Merge pull request #2322 from Areloch/add3dProjectionCtrl
Adds gui3DProjectionCtrl
2019-03-31 02:14:45 -05:00
Areloch 1ec048f41d Merge pull request #2220 from irei1as/development
Changes for SFXSound::setPosition(time)
2019-03-30 18:42:19 -05:00
Areloch 2b62796525 Merge pull request #2332 from Bloodknight/PR_DedicatedLinuxCrashFix
Fixes a crash that occurs on linux headless servers
2019-03-30 16:41:36 -05:00
Areloch 80c036b9b0 Merge pull request #2327 from Areloch/loadCachedDTS
Adds ability to skip loading of cached dts in enumColladaForImport
2019-03-30 16:33:37 -05:00
Areloch b445b74bb2 Merge pull request #2325 from Areloch/fileDialogReturnBuffer
Moves the path return from fileDialog through the returnBuffer
2019-03-30 16:31:44 -05:00
Areloch 9ae6a5bfa7 Merge pull request #2320 from Areloch/setFieldHeight
Allows special inspectorFields to override their height
2019-03-30 16:31:21 -05:00
Areloch 7756c4a762 Merge pull request #2319 from Areloch/Scenes
Initial implementation of the Scene object
2019-03-30 16:30:34 -05:00
Areloch 0f22f2b20a Merge pull request #2310 from Azaezel/vertColorCorrection
Vert color correction
2019-03-30 16:30:01 -05:00
Areloch 18f4e3172e Merge pull request #2323 from Areloch/getFieldValueCrashfix
Sanity check for calling getFieldValue
2019-03-30 16:07:53 -05:00
Areloch a9707f09c3 Merge pull request #2321 from Areloch/textApplyFocus
Updates TextEdit value when focus is lost.
2019-03-30 16:07:18 -05:00
Areloch 40627afde8 Merge pull request #2318 from Areloch/AssetModuleEchoTweak
Tweaks to the Asset/Module info echo behavior to spam the console less.
2019-03-30 15:34:33 -05:00
Areloch e7bfbe9133 Merge pull request #2317 from Areloch/setSplitPoint
Adds ability to set the split point of a guiSplitContainer
2019-03-30 15:33:57 -05:00
Areloch 669bfc24d8 Merge pull request #2315 from Azaezel/wireFrameFix
corrects a parity flaw between wireframe and non wireframe box display
2019-03-30 15:09:32 -05:00
Areloch 557ea101ec Update guiSplitContainer.cpp
Corrected typo.
2019-03-30 14:40:58 -05:00
Areloch 33f8a75529 Merge pull request #2281 from marauder2k7/OpenALDevBuildBranch
OpenALEffects
2019-03-30 14:39:06 -05:00
OTHGMars d8bfe6073f Fixes a crash from importing shapes with unnamed bones. 2019-03-29 04:02:41 -04:00
OTHGMars 7c2baf51d6 Adds the aiProcess_FlipUVs flag setting. 2019-03-29 03:57:36 -04:00
OTHGMars 71a5f9498b Fixes primitive assignment. AppMesh::primitives in this case is a purely collada/dts concept and is not indices or faces. Any mesh with more than 2^16 vertices should be split into multiple primitives to avoid indexing across a 16 bit boundary. Mesh division into primitives has not been implemented for assimp yet. 2019-03-28 04:16:22 -04:00
OTHGMars bc722a353d Fixes vertex weight assignments.
Adds upaxis override option to match collada importer.
2019-03-27 12:46:43 -04:00
Azaezel 5703618dc0 shift bbminmax to relative when sent to the gpu so folks can stick to realworld values 2019-03-26 06:48:56 -05:00
Areloch e2b194182c Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes. 2019-03-25 23:17:53 -05:00
Areloch 1627cbabe6 ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
2019-03-25 00:06:08 -05:00
Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
OTHGMars 2d795b2493 Fixes indexing for vertex weights. 2019-03-24 07:08:24 -04:00
OTHGMars 0be93d6cf5 Implements ignore filter for assimp fbx dummy nodes.
Adds gltf binary to list of supported extensions.
2019-03-24 06:25:38 -04:00
OTHGMars 1d073e0b09 Changes ObjectOffset parameter name to prevent confusion/conflict with the base class member AppMesh::objectOffset.
Error checking for meshes that do not have stored normals.
Incorrect first attempt at vertex weights.
2019-03-24 06:23:58 -04:00
OTHGMars 1a7e6699c9 Adds conversion functions and changes implementation of getTransform(). 2019-03-24 06:18:20 -04:00
Azaezel ba8948a5b1 hook up attenuation value. todo: sort networkjing properly 2019-03-21 23:47:01 -05:00
Azaezel df6b7f3351 put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness. 2019-03-20 07:38:14 -05:00
Azaezel 04a6130df8 sync correction 2019-03-18 04:09:34 -05:00
Azaezel caf73ea84f Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
#	Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
2019-03-18 00:18:49 -05:00
Areloch 2bf67f7fa5 Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
2019-03-18 00:14:06 -05:00
Azaezel edcdd21379 suggested alterations to the probe.worldToLocal math feeding and usage (and a divnull safety for attenuation) 2019-03-17 20:14:58 -05:00
Areloch 7d62d6249f Makes the popups correctly operate anywhere in the space of the canvas
Also corrects a notional issue where if a poup extends past the bottom of the screen, it'll instead appear above the mouse so it doesn't ever get cut off.
2019-03-17 02:33:54 -05:00
Areloch 87ef9bf15e Adds logic to temporarily disable collisions of mounted objects on Players so you don't try colliding with things that are mounted to you when moving. 2019-03-16 10:48:00 -05:00
Areloch 3a93a30ced Fixes a crash that comes from toggling the editors on and off, then clicking a menubar item
Fixes the menubar not resizing with the Window
Fixes the Editors Menubar item not being repopulated if the editor was closed/reopened
Fixes the Physics menubar item not appearing if the editor was closed/reopened
Fixes issue where findMenu could fail if the StringTableEntry happened to trip against a different capitalization.
2019-03-16 02:38:40 -05:00
wcbx 89989e08dd Fixes artifacts in Cloud Layer.
Cloud Layer uses normal. This applies appropriate profile for normal texture.
2019-03-10 23:08:50 -04:00
Areloch 87ee749801 (Mostly) updated verve implementation. 2019-03-07 16:23:41 -06:00
Azaezel f00323c5b9 the buildtiles method does not in fact build tiles right then and there, but instead queues tiles to update themselves over time. as such, simply disabling then enabling collision no longer functions (and how it did before so before is frankly likely due to exploiting a bug someplace upstream). as such, we set the same flag for NavMeshUpdateAll as we do for NavMeshIgnore to filter something as hidden from navmesh generation or not on a permanent, instead of a temporary basis via removing from the physics sim since it's likely to still be generating by the time it's put back. 2019-03-06 18:14:36 -06:00
Areloch 23182eb2a1 Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape. 2019-03-04 21:44:00 -06:00
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 25ce4477ce Just the functional assimp lib rather than the entire assimp repository unnecessarily. 2019-02-28 16:37:15 -06:00
Marc Chapman a578ef77d3 Fixes a crash that occurs on linux headless servers 2019-02-26 14:47:02 +00:00
Marc Chapman 1fb0492975 Set contrsaints for Player Z rotation 2019-02-26 14:42:09 +00:00
Areloch 34d05ff16f Updates to various components, added a few new ones. 2019-02-24 01:50:38 -06:00
Areloch a7a5463ad1 Adds a filter for materials to never import when importing a shape 2019-02-23 22:04:17 -06:00
Areloch 701ae6034d Update simObject.cpp
Accidental redefine
2019-02-23 21:41:22 -06:00
Areloch 05909cf897 Adds ability to skip loading of cached dts in enumColladaForImport 2019-02-23 21:34:11 -06:00
Areloch 173dbc8868 Update simObject.cpp
better way to handle the validity check for const char*
2019-02-23 20:14:10 -06:00
Areloch e1a1fd52dc Update gui3DProjectionCtrl.cpp
Corrected file capitalizations for linux
2019-02-23 20:12:17 -06:00
Areloch 6ae3076ab7 Moves the path return from fileDialog through the returnBuffer so it doesn't get mangled or corrupted in memory inadvertently. 2019-02-23 18:11:54 -06:00
Areloch a937bf44f0 Tweaks some handling of guiTreeViewObj so you don't necessarily have to delete an object if you delete the tree item, as well as the ability to look up the object id via tree item.
Also removes spam in the event that an item on the tree is more of a data representation rather than literal object.
2019-02-23 18:01:14 -06:00
Areloch 728511b137 Sanity check so calling getFieldValue on a blank fieldName doesn't cause a crash. 2019-02-23 16:50:05 -06:00
Areloch 0760f35da0 Adds gui3DProjectionCtrl so a gui control can be tracked to a point in 3d space 2019-02-23 16:36:40 -06:00
Areloch e89f959884 Updates TextEdit value when focus is lost. 2019-02-23 16:18:03 -06:00
Areloch 4e31deb94d Allows special inspectorFields to override the height they use in the rollouts 2019-02-23 16:08:47 -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
Areloch b79030ebb4 Tweaks to the Asset/Module info echo behavior to spam the console less. 2019-02-23 14:20:57 -06:00
Areloch 2d1ee7c5a0 Adds ability to set the split point of a guiSplitContainer 2019-02-23 13:55:29 -06:00
Areloch 2903aaeea0 WIP of the rewrite of blend/projection to follow BSF's math approach. 2019-02-22 08:12:03 -06:00
Areloch 775ca57047 Merge pull request #2307 from Azaezel/highlightHax
nextfreemask does nothing for proximity mines as there are no subclas…
2019-02-21 00:08:57 -06:00
Areloch 251f24581e Merge pull request #2299 from Bloodknight/SQLiteConsoleRefactor
Sqlite Console refactor,
2019-02-20 23:51:56 -06:00
Areloch 99e3fa2156 Merge pull request #2305 from Azaezel/copyCleanup
corrects a copy-corruption flaw with GuiSwatchButtonCtrl::onMouseDragged
2019-02-20 23:12:58 -06:00
Azaezel c1bf59bf07 destructor code+ removed a crash-causing redundancy in onRemove 2019-02-20 16:59:58 -06:00
Azaezel 727dbbfd8d rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes 2019-02-19 16:34:30 -06:00
Azaezel 46624cc95a wireframe capsule set to the contents of the solid capsule for corrections and backwards compatibility 2019-02-19 16:30:39 -06:00
Azaezel 110d815b39 solid capsule renderfix. +/- halfhieght, not full, and need to do vector, not point-multiplication for the verts 2019-02-19 16:10:33 -06:00
Azaezel cf50803e72 swap over to wireframe, plus a few misc cleanups 2019-02-19 13:58:29 -06:00
Azaezel 05f8d8b5f1 corrects a parity flaw between wireframe and non wireframe box display 2019-02-19 13:13:23 -06:00
Azaezel 309d518249 scale reflection properly 2019-02-19 09:38:34 -06:00
Azaezel 5bce2d0904 seperated offset from position (we pass the net to the shader for use in the reflection box), and added a scalar (also only used in the reflection box). maked both as probeRef to denote reflection parameters. 2019-02-19 08:58:02 -06:00
Azaezel e4ddfcfb01 hook editor displays back up 2019-02-19 08:55:55 -06:00
Areloch 87e9d3edbd Correct stateblock settings to display probes more correctly without crushing other forward elements. 2019-02-18 00:43:21 -06:00
Areloch b754c022ba Corrected the blending logic somewhat, added visualization modes for spec/diffuse probe influences, attenuation and contribution. 2019-02-17 03:47:40 -06:00
Azaezel 8d08ab2370 kill off a couple extraneous sets 2019-02-15 20:31:59 -06:00
Areloch 788e265477 Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00
Areloch 58e3349286 Further cleanup, proper hook-in of CubeReflector for bake capture.
Shifted update of probe data to be triggered by probe changes.
Pack probes into the data arrays forward-first instead of keeping strict indicies.
todo: move bake to probeManager, clean up old/commented code, remove old probeMaterial stuff
2019-02-13 16:56:28 -06:00
OTHGMars 3da245134d Switches to absolute position for mouse tracking when the platform cursor is visible. 2019-02-13 14:12:12 -05:00
Areloch 050f1e226a WIP of adjusting the reflection probe's bake to utilize the ReflectionManager and CubeReflector instead of duplicating the capture code. 2019-02-13 00:37:50 -06:00
Areloch fd8840ff53 Updated the PostFX ability to setShaderConsts and cubetextures for probes 2019-02-12 01:10:30 -06:00
Marc Chapman c92c508a5d Adds the capability to add a small offset to the Z value of items being told to snap to terrain 2019-02-12 03:14:01 +00:00
Azaezel b50f72b109 set gl vertcolor mapping to bgra format, the same as we do for stateblocks 2019-02-11 07:42:31 -06:00
Areloch 64db2b1d15 Ongoing PostFX org rework. 2019-02-11 00:17:53 -06:00
Areloch bf170ffbca WIP of assimp integration. 2019-02-08 16:25:43 -06:00
Areloch b221b312d2 Org rework and postFX-setup WIP 2019-02-08 01:35:35 -06:00
Azaezel 72acec0a3f set the alignedarray sizes to maxprobes, reguardless of actual probe count 2019-02-07 09:55:52 -06:00
Azaezel f031ee9e39 duplication cleanups 2019-02-07 09:46:54 -06:00
Azaezel 0caac1a28c cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor 2019-02-07 09:34:23 -06:00
Azaezel 4aa371cea2 remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced. 2019-02-07 08:05:39 -06:00
suncaller 8a7c09c8fe Clean up redundant variables 2019-02-06 15:03:06 -05:00
Azaezel 7837576de7 conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s 2019-02-06 10:59:36 -06:00
Marc Chapman 1036097eca Merge branch 'gg-development' into SQLiteConsoleRefactor 2019-02-04 18:02:30 +00:00
Areloch 847d58a967 Progress in getting array data to comply. 2019-02-02 23:28:51 -06:00
suncaller 31d0eb16f8 Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
suncaller 265e64f6fc Clean up MSVC warning [C4305]: truncation from 'double' to 'F32' 2019-02-02 23:07:44 -05:00
Azaezel 2eb58e4cb7 portwork from jeff to use farFrustumQuad for the vertex shader 2019-01-31 13:00:52 -06:00
Areloch b03e7a79b7 Broke it down to work with a single probe for confirmation of general math and behavior. 2019-01-31 11:44:09 -06:00
Azaezel 0baa410619 nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it. 2019-01-31 06:45:10 -06:00
Areloch 3efbdbf9e1 Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts 2019-01-30 13:52:59 -06:00
Azaezel 26ee0d986f reference cleanups:
1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties
2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used)
3) use the vert file
2019-01-30 06:29:39 -06:00
Azaezel 1dfd130d85 explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding... 2019-01-28 22:10:57 -06:00
Azaezel e7c3085d5f corrects a copy-corruption flaw with GuiSwatchButtonCtrl::onMouseDragged
pretty sure the offending leak-line creeps in with
 561f010f2e/Templates/BaseGame/game/tools/base/utils/swatchButtons.ed.cs (L34)
comparative release/debug results in
string gridBitmap = "\c0"
vs
string gridBitmap = "ic\c1Gl\c0"
and the relavent initpersistfields entry of TypeString points to
561f010f2e/Engine/source/console/consoleTypes.h (L71)
which is likely causing malformation
2019-01-28 21:04:51 -06:00
Azaezel 7a8dd96808 should only need to set the brdf texture the once 2019-01-28 01:36:17 -06:00