Commit graph

235 commits

Author SHA1 Message Date
Brian Roberts
516163fd5d
Merge pull request #781 from Areloch/MiscFixes20220510
Misc Fixes for 2022/05/10
2022-05-11 01:15:07 -05:00
JeffR
8aed00ec4d Fixed graphical level values to set defaultAnisotropy instead of vsync
Forced update of cursor position when using keyboard/mouse on options menu when changing an option to re-establish focus after refresh
Updated missed bitmap field on GuiPopupMenuItemBorder to use assetId
Made folders display before other preview entries in the AB for ease of navigation
Fixed issue where when re-opening the AB the path would reset, especially with select mode
Fixed issue when generating previews for materials, terrain materials and shapes where the very first time the preview generated it wouldn't map correctly
Cleaned up some old commented code blocks
Added text to the Open menubar entry in the GUIEditor to indicate it opens files specifically to add clarity
2022-05-11 00:58:14 -05:00
JeffR
41add628ad Implements a more standardized way to format usual UI pages by having the ability to utilize the UINavigation namespace for page stack navigation
Also fixes behavior handling of menu input buttons not refreshing reliably
Adds ability to define a control on a MenuList to act as a highlighter over the currently selected control
Cleaned up BaseUI pages to use UINavigation which reduced a lot of duplication of elements and code
2022-05-06 23:39:16 -05:00
Jeff Hutchinson
c6263829c9 Make the Console Sane Again 2022-04-27 21:28:49 -04:00
JeffR
d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00
JeffR
f204a4c646 Fixes issue where nested callOnModules would thrash the queued exec lists from other invokes
Also removes unwanted reference ids from the OptionsMenu gui object and disabled the ability for dynamic fields to be saved on it to prevent it from happening again.
2022-03-27 14:09:41 -05:00
JeffR
69d547fd72 Adjusted handling for the bitmap and bitmapAsset fields for guiBitmapButtonCtrl to forcefully update the button states when changed, ensuring that the bitmaps refresh when changed via the field
Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed
Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side
Corrected some of the console method documentation strings in GuiGameSettingsCtrl
Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable
Fixed canvas mode update text typo: FSAA -> FXAA
Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling.
Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load
Fixed multiple issues with options menu:
 When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal
 Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu
 Added proper handling for adjusting settings with gamepad with left/right inputs
 Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue.
 Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list
 Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution
 Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility.
 Cleaned up old, unused, commented out functions
Added ability on OKCancel message boxes to override the button text if needed
Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly.
Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values
Added sorting to Modules List dropdown for the AssetBrowser
Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal
Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam
Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior
Removed old file refs from Load Recent list in the default settings
2022-03-26 22:36:37 -05:00
JeffR
2c999008f1 Fixes and cleans up various issues and error spam for core and tools folders
Also:
Fixes error spam about CreatorIconArray
Fixes error spam about duplicate uses of various materials
Converts a number of materials to be packed into the mat assets for cleanliness and preventing unwanted duplicate exec's
Removed some extraneous misconvert '.asset.taml' files
Fixes 'cannot compile shader' error when trying to use the viz modes
Fixed a some instances of guiControlProfiles not being actually defined
Fixed some instances of guiControlProfiles being duplicated
2022-03-17 02:43:18 -05:00
AzaezelX
23b908da56 crashfix and projection fix for spotlights with cookies 2022-03-15 19:26:37 -05:00
AzaezelX
4d336e9ecf ensure MissionCleanup exists before .mis load 2022-03-08 17:52:42 -06:00
AzaezelX
3e4cc0a5c6 fix probe baking typo 2022-03-06 13:18:06 -06:00
Brian Roberts
10c3188171
Merge pull request #730 from Areloch/BaseUIModuleStandardizePR
Base UI module standardize pr
2022-02-23 10:45:00 -06:00
JeffR
6a357d8dfb Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0 2022-02-17 18:30:23 -06:00
JeffR
40acf75238 Template changes 2022-02-17 18:21:13 -06:00
AzaezelX
1f7d06542e doublesided material renderfix
as per the OG writeup, need to apply horizon trick strictly to the specular component
2022-02-14 14:42:15 -06:00
JeffR
c1a88ec423 Complied connect var data in GL to D3D for the wsPosition
Made the use of ints for the cubemapIdx in the shaders consistent
2022-02-12 17:32:30 -06:00
JeffR
79eebdd5f3 Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. 2022-02-12 15:53:40 -06:00
AzaezelX
7c32abd026 fix ServerPlaySound 2021-12-16 18:25:14 -06:00
AzaezelX
a76613604a augments playSoundAsset
adds hooks to the garbage collector
exposes an (optional) position.
adds a ServerPlaySound + clientCMDPlaySound command pair to trip that for all clients
2021-12-13 20:36:50 -06:00
Areloch
c6c2e9139f Cleans up some core execution behavior
Removes a duplicated material definition
Fixes up PostFX init'ing order so it inits before trying to load the prefs
Adds a skip of loading the CoreModule's materials so we don't double-execute any of them
Fixes a typo for the Vignette PostFX's name so it properly integrates
2021-12-05 11:00:02 -06:00
Areloch
a5944aff19 Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector
Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import
Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module
Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots
Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor
Updated image ref to the hudFill image asset for the console GUI
Cleaned up names for the default camera model/material
Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior
Added icons next to AB's preview slider bar for additional visual feedback of slider intent
Added missing checkbox to asset import window and cleaned up scaling behavior
Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction
Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image
Added handling for drag-n-drop import of folders of assets to AB/Asset Import
Added missing asset import config option to indicate if config supported import of sound assets
Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default
Hid the collision section of the import config editor, as those options are currently unutilized
Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name
Also added return and escape key accelerators to Create New Folder window for better UX
Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons
Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function
Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 16:40:15 -06:00
Brian Roberts
4f04213cd9
Merge pull request #671 from Azaezel/alpha40/brdfFixes
brdf handling corrections
2021-11-14 13:46:47 -06:00
Areloch
97484247ae Fixes Settings window not being able to be brought forward over AB
Adds checkbox to mark as not showing Import Window each time
Added loaded import config to import log output
Fixed targeted material map slot field names
Added helper function for playing a sound asset via AssetId
Updated import config to have some more common suffixes
Updated editor settings to have Import Window show by default
Changed AB context menu from listing item as "Refresh Asset" to "Reload Asset" for improved clarity
Removed unneeded duplicate editor settings window script file
2021-11-14 01:26:04 -06:00
AzaezelX
72ef719c18 kill redundant clamp in forward 2021-11-13 19:18:03 -06:00
AzaezelX
b60d51969e brdf handling corrections
1-handle the brdfTexture in linear space, not srgb.
2-clamp surface.NoV across the board for consistency. (solves several new and ongoing artifacts)
2021-11-13 19:05:26 -06:00
AzaezelX
42bc6fa358 differentiate forward lit and deferred ibl vars
since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
2021-10-26 12:32:37 -05:00
Robert MacGregor
0b24c728ea * [GLSL] BugFix: Correct invalid relative include paths in lightRayOcclude.glsl. 2021-10-18 09:46:58 -04:00
AzaezelX
e2e1c491ac Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into kermithelpme 2021-10-09 11:32:13 -05:00
AzaezelX
112dafd8a8 remove basiconly from decals and decal roads. seems we fixed the bit that was causing that to not render 2021-10-09 11:31:26 -05:00
AzaezelX
23e5e891ed simplify callOnModules 2021-10-08 23:45:20 -05:00
AzaezelX
21c17d0ed1 cleanups for shadergen and the visibility feature
math fixes, feature inclusion removal. will still need to circle back on why the crosshatch.. isn't
2021-09-17 01:24:20 -05:00
Jeff Hutchinson
41bd5ef6b6 remove FMODex from Torque3D
The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00
Brian Roberts
eb7968538b
Merge pull request #564 from Azaezel/alpha40/macrocleanup
macro cleanup
2021-09-10 18:32:00 -05:00
Areloch
6487e2eede
Merge pull request #495 from JeffProgrammer/tsneo
TorqueScript Interpreter 2.0
2021-09-09 19:22:15 -05:00
AzaezelX
e4d16a8c61 (re) add collision yo noshape.dts
set all rigidshapedatas to default to noshape instead of blank to fix the lack of a basic collision mesh blocking datablock creation
2021-09-09 18:33:03 -05:00
Marc
c285813540 replace new with singletone to fix cannot re-declare object lof file spam 2021-09-08 15:18:04 +01:00
Jeff Hutchinson
485330ec7a Merge remote-tracking branch 'devhead/Preview4_0' into tsneo 2021-08-30 19:39:06 -04:00
AzaezelX
68c6b343d5 DiffuseRenderPassManager.addManager "cleanups"
adds bintypes where they're lacking, since that's an active object-type filter to avoid accidently rendering things twice. (particleBin being like glowmanager, a seperate flow, that acts up if filtered in that manner)
basiconly likewise is intended to avoid multiple-pass insertions, despite the varname.
2021-08-28 19:27:53 -05:00
Robert MacGregor
452ef71274 * BugFix: Correct $i and %i interchangeably being used in parseArgs.tscript. 2021-08-20 20:38:24 -04:00
Jeff Hutchinson
717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX
47f2810e34 clients need loadModuleMaterials(); run too 2021-08-09 16:14:34 -05:00
AzaezelX
c5d0310bc3 Merge branch 'EngineAssetify' of https://github.com/Areloch/Torque3D into EngineAssetify_Followups_XML2Check
# Conflicts:
#	Engine/source/ts/tsShapeConstruct.cpp
2021-08-02 13:54:51 -05:00
Areloch
88ae8a9665 Added getShapeConstructorFilePath console function on shapeAsset
Fixed typo in import config settings for DuplicateAutoResolution
Converted TSShapeConstructor to utilize assets
Updated shape editor to work with assetified constructors
Converted guiBitmapButtonCtrl to use assets
2021-08-02 04:20:27 -05:00
AzaezelX
3fad050028 Merge branch 'Preview4_0' into EngineAssetify_Followups 2021-07-28 13:51:44 -05:00
Brian Roberts
8722d8bfd2
Merge pull request #515 from Azaezel/alpha40/moduleUnmangle
partly address #502
2021-07-28 13:31:10 -05:00
Brian Roberts
8d122bf3a6
Merge pull request #509 from Azaezel/postfxManagerManglefix
adress #508 - fix postfxmanager default initialization
2021-07-28 13:30:52 -05:00
AzaezelX
438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 2021-07-25 17:18:55 -05:00
Areloch
432d201569 Further conversions of missed file fields in core and tools
Assets created for missed objects and files
Improvements to the Project Importer to correct a number of issues, including not parsing ,'s from object names, trimming whitespace, pruning script extensions from exec invokes
2021-07-24 02:08:23 -05:00
AzaezelX
795292bed5 alter nomaterial asset to a) use an imageasset, and b) remove the .cs assumption 2021-07-22 12:21:22 -05:00
Areloch
3e131f5b8e Added changes missed via merge failures.
Removed some unused files/references that were causing errors, related to issues #502 & #512
2021-07-20 20:05:49 -05:00