Commit graph

25 commits

Author SHA1 Message Date
Areloch b0f977b810 Fixes opening of Gui Asset from AB so it correctly opens the GUI editor, making the toolbar appear
Fixes typo'd name for material-editor menubar image
Adds probe menubar images
Adds setting menubar images
Adds probe and settings buttons to menubar
Removes unneeded tab from class visibility window popup
2020-12-06 08:48:35 -06:00
AzaezelX 060d62d3c3 correct compositemap method of creating orm maps 2020-09-30 16:02:06 -05:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
Areloch 5b289bce5e Shifts the tools messageboxes to be distinct from any messageboxes in the main game
Reorged the canvas handling of gamepad inputs for the axis and triggers to use the SI_ versions in the right spots
Fixed issue where pause menu would be hidden and not display again
Made the pause menu active from the gamepad start button rather than back
2020-07-24 00:40:03 -05:00
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 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 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
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 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 f284524dd0 fix glowchan groupnum entry (used to group buttons) 2019-10-30 18:28:30 -05:00
AzaezelX 7daf66cf9d frontend work. stubbs in a glowMul slider, and a glow mask channel for composites (defaults to writing to the alpha chan) 2019-10-22 13:20:42 -05:00
AzaezelX 60df3744c7 shift smoothness and metallness sliders on up to the same areas as the textureslots 2019-10-16 15:56:30 -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
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
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 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 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 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -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 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
Johxz 6f95747311 Fix unable to load texture warnmat 2017-06-23 21:13:30 -05:00
Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00