Areloch
6a204f3528
Missed removing the old BMP splash for the new PNG one.
2017-01-16 00:16:17 -06:00
Areloch
f02d0d6c4e
Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
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Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Areloch
713c93d328
Merge branch 'splashAndWindowIcons' of https://github.com/Areloch/Torque3D into development
2017-01-15 23:37:06 -06:00
Johxz
731981dbb6
Unused preDemoRecord()
2017-01-01 22:17:45 -06:00
Johxz
260f108693
added torque SimView tool
2016-12-28 15:25:55 -06:00
Areloch
7688042112
Merge pull request #1888 from Azaezel/updateEmpty
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brings empty up to date for core and shader dirs
2016-12-27 22:15:41 -06:00
Areloch
b19aba2e54
Merge pull request #1879 from Azaezel/sRGBSwatch
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colorPicker/swatch srgb display.
2016-12-27 22:11:02 -06:00
Azaezel
13c57e6562
brings empty up to date for core and shader dirs
2016-12-27 10:28:03 -06:00
Azaezel
646c62d9f4
HDR review: remove from reflections, kill depth check, order of operations corrections.
2016-12-27 10:24:49 -06:00
Azaezel
d42b1a6be8
colorPicker/swatch srgb display.
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dependency from @rextimmy: tolinear and togamma for color+lumnance.
2016-12-22 06:37:34 -06:00
Areloch
170cdadf60
Fixes window icons with SDL, hooking it through the var $Core::windowIcon as the path.
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Also adjusted the splash window icon to use the var $Core::splashWindowImage for it's path.
2016-12-22 00:52:34 -06:00
Areloch
1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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Also adds a 'Bake Selection to Mesh' option to the tools menu in the editor to export the selected mesh to a collada file, and then replaces the selection with a TSStatic.
2016-12-10 17:27:27 -06:00
Areloch
a3740719b1
Merge pull request #1817 from jamesu/ipv6_pr
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Preliminary IPV6 Support
2016-12-04 16:22:42 -06:00
Areloch
1e89337825
Merge pull request #1821 from Areloch/platformgenericmenucatch
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Sanity check for if the GuiPlatformGenericMenuBar class
2016-11-26 02:01:32 -06:00
Areloch
c947b70af6
Merge pull request #1819 from Areloch/PrefabTabFolderFix
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Fixes prefabs in root dirs having extra folders in creator.
2016-11-23 00:47:57 -06:00
Areloch
97ac826e44
Corrects the specular handling as per Richard's suggestion in #1783
2016-11-09 00:12:35 -06:00
Areloch
36f679f539
Sanity check for if the GuiPlatformGenericMenuBar class is valid before trying to load a menubar that uses it, in the event that SDL isn't enabled, or other similar circumstances.
2016-11-08 23:39:07 -06:00
Areloch
15db25c0b8
Fixes minor issue where if a prefab was in one of the root directories rather than further in the heirarchy, it would incorrectly add a folder of the prefab's name that contains the prefab in the creator menu's prefabs tab.
2016-10-26 00:51:05 -05:00
James Urquhart
704577e051
Preliminary IPV6 Support
2016-10-25 19:09:02 +01:00
RexTimmy
dd64004eaf
MacOS platform support.
2016-09-28 11:09:48 +10:00
Areloch
bb27535597
Fixes the Toggle Children Lock and Toggle Children Hidden options in the editor context popup menu.
2016-09-14 01:41:49 -05:00
Areloch
32afa6209b
Merge pull request #1682 from Areloch/EmptyTemplateTools
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Duplicating changes in the tools folder over to the Empty template
2016-09-10 22:30:49 -05:00
Azaezel
07224ecd97
vec3 variants for toLinear and toGamma
2016-08-09 14:05:54 -05:00
Areloch
10df58f716
Duplicating changes in the tools folder over to the Empty template for parity.
2016-07-09 20:08:25 -05:00
Areloch
679d94d170
Merge pull request #1663 from Azaezel/rainleak
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corrects corruption in precipitation class
2016-07-06 20:10:43 -05:00
John3
100e18d232
forget the empty template XD added delete demo function
2016-06-29 19:21:01 -05:00
Azaezel
2723bfbc91
corrects corruption in precipitation class
2016-06-23 11:44:17 -05:00
John3
9b8f0eee44
added "how to use". Added delete button (Disabled right now)
2016-06-21 22:09:06 -05:00
John3
4699a2142b
Enable to play recorded gameplay demo from main menu.
2016-06-21 22:06:09 -05:00
Areloch
64fab756f8
Merge pull request #1659 from rextimmy/linux_vizshader_fixes
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Linux vix shader fixes
2016-06-21 12:36:12 -05:00
rextimmy
59f1c331c1
Linux vix shader fixes
2016-06-21 17:02:44 +10:00
John3
0966037211
added $appName
2016-06-20 20:07:03 -05:00
John3
afcbe83a26
Corrected "Pref::Server::ConnectionError" description.
2016-06-20 19:30:54 -05:00
Azaezel
b4dfb9ad08
corrects https://github.com/GarageGames/Torque3D/issues/1273 with suggested resolution
2016-06-09 13:23:37 -05:00
Areloch
823fc41abc
Merge pull request #1620 from John3/spaceFolderSceneTree2
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Bug space folder in scene tree 2
2016-05-31 23:28:45 -05:00
Areloch
ee6d9961e3
Merge pull request #1582 from Azaezel/SubSurf
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Reimplements a form of subsurface scattering
2016-05-25 13:35:44 -05:00
Areloch
358bbdb740
Removed script calls to some fields that no longer exist, which was causing console errors.
2016-05-25 13:32:20 -05:00
John3
4bb63f277e
change pipe to underscore and fix prefabs assets
2016-05-21 15:10:35 -05:00
John3
7ae1d3d996
Bug space folder in scene tree.
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Fix by David Robert Pemberton
https://www.garagegames.com/community/blogs/view/22295
You can see the folder "soldier actor"
<img src="http://i.imgur.com/8XSWrrF.png "/>
2016-05-20 17:04:56 -05:00
Azaezel
d79b9a2988
removes w=z trick (was causing fisheye, effectively)
2016-05-18 06:38:13 -05:00
Areloch
f703a84218
Duplicates the missing samplerstate configurations in the empty template, for parity.
2016-05-16 13:21:44 -05:00
Azaezel
c104313f43
updated empty template with stray script files from devhead that had yet to be converted
2016-05-08 21:21:52 -05:00
rextimmy
3a9b50f702
Direct3D11 common shader changes.
2016-03-20 21:50:21 +10:00
Areloch
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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Deferred shading
2016-02-27 15:08:20 -06:00
Anis
a34cf9e3f9
Merge pull request #1185 from MusicMonkey5555/script-improvements
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Improved file open dialogue
2016-02-26 23:01:24 +01:00
Azaezel
ca2ffea6cd
Merge branch 'development' of https://github.com/GarageGames/Torque3D into ColorPickerAdvanced
2016-02-21 15:30:54 -06:00
Anis
5947933f99
Merge pull request #1434 from blackwc/fullscreen-cli-fix
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fullscreen and windowed mode cli fix
2016-02-19 16:59:42 +01:00
Azaezel
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Areloch
a90eb9762b
Re-submission of the Volumetric Fog PR, with cleanup.
2015-12-01 00:10:13 -06:00
Areloch
1a009d6dd3
Merge pull request #1443 from Areloch/TAM_Implementation
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TAML, Assets and Modules implementation
2015-11-12 23:54:27 -06:00