Commit graph

153 commits

Author SHA1 Message Date
Areloch 3821ddd15a Merge branch 'GroundPlaneAssetify' of https://github.com/Areloch/Torque3D into Preview4_0 2020-12-18 14:12:54 -06:00
Areloch 334cd1d205 Adds function to better report active device type from GFXDevice
Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
Areloch d25e9d64dc Fixes logic that checks if a postFX was enabled so the PostFX Editor works properly
Corrected the enabled variable hook-in for the SSAOPostFX
2020-12-07 00:00:53 -06:00
AzaezelX 1e107ceb94 Merge branch 'Preview4_0' into alpha40_lightreview
# Conflicts:
#	Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl
2020-11-16 04:23:00 -06:00
AzaezelX 70358d0dbc yet more PostEffect::isEnabled -> enabled that somehow slipped through the search filter 2020-11-15 21:36:11 +01:00
AzaezelX 6ee6d7c717 Field PostEffect::isEnabled -> enabled followup 2020-11-15 21:35:51 +01:00
AzaezelX 39574e7fee clamp factor entriely for getXXXLight calcs, and take metalness into account for reducing direct light diffusion imact (while this seems to make it match the tooling, I can't say I've seen this exact approach used, so might want to re-review the methodology) 2020-11-13 15:24:12 -06:00
AzaezelX c0b6007b9f undefined preprocessors on some machines eval to true. given this is purely a bool anyway, might as well stick to ifdef 2020-11-13 15:19:50 -06:00
AzaezelX 2d18d5b280 clamp borghtpass filter return values to smooth out bloom 2020-11-13 15:18:20 -06:00
Brian Roberts f5f0eb2bb4
Merge pull request #378 from Azaezel/alpha40MacCompilePreprocessor
shader preprocessor fixes
2020-11-11 12:20:33 -06:00
AzaezelX d76a76a1c4 shader preprocessor fixes
some hardware/apis do not evalueate 'not defined' as '0', so always ensure there's *some* value when doing macro value comparisons
2020-11-10 13:57:26 -06:00
AzaezelX eb365fc866 be sure to executte defaults prior to clientprefs to ensure nothing gets missed 2020-11-04 16:31:17 -06:00
Brian Roberts e3b8c7b001
Merge pull request #373 from Azaezel/alpha40_HDRfixes
get gl side HDR compiling, attempt clamp to keep bloom in range
2020-11-03 21:28:19 -06:00
Areloch 388a700a53 Implements material asset handling for GroundPlane object
Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
2020-11-01 23:32:34 -06:00
AzaezelX be8988b1a3 remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues 2020-11-01 20:19:49 -06:00
Areloch 9ca276fef0 Misc fixes to ensure that the default postFX save, load and editing process is valid
Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
2020-11-01 15:39:30 -06:00
AzaezelX 5be1b77791 get gl side HDR compiling, attempt clamp to keep bloom in range 2020-10-30 00:15:08 -05:00
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 93e00a8242 clip ./ when doing pattern matching 2020-10-12 02:32:16 -05:00
AzaezelX e8ca1a6705 postfFx to postFX dir listing fixes 2020-10-09 12:56:38 -05:00
AzaezelX 4a11b0dea3 underwater fog fix 2020-10-09 12:42:43 -05:00
AzaezelX 4c982a4b29 fix gl compilation 2020-10-08 21:38:43 -05:00
AzaezelX 09f9b5351c replicate exec signatures for queueExec 2020-10-05 15:19:04 -05:00
Lukas Aldershaab b6d7fdd7bd Fix paths in caustics shader 2020-10-05 00:51:06 +02:00
AzaezelX a0d3f27c1a gl needs OUT_col filled out to return anything 2020-10-03 12:30:21 -05:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX e93fc3ab7c shift pbrconfig to ORM in keeping with the prepoderance of industry standards
having spoken with several endusers, artists and reviewing toolchains and augments to the systems in place, we'll be shifting the smooth|ao|metalness pbrconfigmaps on over to ao|roughness|metalness maps
first up, proper brdfTexture
2020-09-30 13:44:42 -05:00
Areloch 4a8273b824 Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu 2020-09-24 22:49:05 -05:00
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
Areloch a8177885e2 Fixes the glowBlur shader paths 2020-09-11 13:36:27 -05:00
Areloch 3c0c106051 Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00
Areloch 8824ee9a2a Added autosave logic to the world editor. Via a schedule, it will autosave to tool/autosave to create a backup of the current dirty scene
Fixed RMB menu on multi select objects in the Scene Tree so it will properly display the full list of actions
Fixed up several spots of editor settings fields being incorrect copy-pastes
Integrated AssetBrowser tool into the standard initSettings hook-through for proper default settings integration
Added Editor Theme settings to the default value init'ing of the World Editor
Shifted exec of editor settings default values as part of the initial editor load to ensure that if the settings.xml is deleted, theme info reverts back to the default
Integrated Convex Editor's settings into new EditorSettings window system
Added several missing World Editor settings to Editor Settings Window
2020-08-30 04:59:26 -05:00
Areloch ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -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 667557f6b2 Standardizes the tooltip profile colors to match the rest of the themeing stuff 2020-08-16 02:37:43 -05:00
OTHGMars 6534957496 registerDatablock update in-place.
Maintains load order for datablock files that are overridden by registerDatablock.
2020-08-07 05:27:36 -04:00
OTHGMars 840ad6d385 queueExec update in-place.
Maintains load order for files that are overridden by queueExec.
2020-08-07 04:40:14 -04:00
AzaezelX dc2e17d894 ribbon shader variable order fix from @steve_yorkshire 2020-08-02 14:44:26 -05:00
Brian Roberts 3bc479a921
Merge pull request #265 from Azaezel/alpha40_dbCacheClearCorrectly
proper variation on the datablock file list erasure
2020-07-30 11:49:06 -05:00
AzaezelX 69f154e0b9 proper variation on the datablock file list erasure
clear is a nonfuncitonal command for arrayobjects, so a) needed to use erase, and b) needed to fill in a couple more spots
2020-07-29 15:27:34 -05:00
Brian Roberts bcbc08cf23
Merge pull request #251 from zfbx/patch-1
Added slider to consoleDlg for bg alpha (Needs refinement)
2020-07-27 10:13:51 -05:00
Tony 3d76cc4c12 Moved GuiSliderProfile into core 2020-07-27 10:57:08 -04:00
Brian Roberts 70ea856574
Merge pull request #236 from Azaezel/alpha40_connectionCleanup
client cleanups
2020-07-26 18:03:15 -05:00
AzaezelX ea206b48b2 from jeff and tim: review of lighting impacts
(with a focus on fresnel)
also adds BRDF_GetDebugXXX methods gl side
2020-07-16 16:36:13 -05:00
Tony 48838494d4
Update console.gui 2020-07-14 22:47:43 -04:00
Tony e4e98d87cb
Added BG alpha/opacity slider to ConsoleDlg
function was already there so just made use of it with a slider
2020-07-14 21:51:15 -04:00
AzaezelX 648ceebbff client cleanups
part 1) order of operations on disconnectedCleanup
2020-07-03 13:52:15 -05:00
AzaezelX 5072a091a8 adress #116 and #179 (shaderside)
kills off code folks haven't been using for years now, as well as a clamp to force the color into a 0-1 range. (hdr relies on >1.0 values for it's blur effect to populate)
2020-06-23 17:41:56 -05:00
Marc Chapman d5bb385a7d Removal of old font files from basegame template 2020-06-20 19:21:16 +01:00
AzaezelX 0c0646a90c seed the engine core with three baseline light animation dbs. no motion, pulse, and spin. 2020-06-13 01:32:14 -05:00