Commit graph

376 commits

Author SHA1 Message Date
Daniel Buckmaster
c1419d28d1 Fixed NavMesh auto sizing. 2014-11-29 13:18:08 +11:00
LukasPJ
30a8401d14 Add support for rendering particles to the glow buffer 2014-11-28 23:34:26 +01:00
ChelaruCatalin
cea768a3b1 Improved God Ray
Add control for the number of samples and other controls for God Rays
shader.
2014-11-29 07:53:31 +11:00
Daniel Buckmaster
163b14fac1 Added editor. 2014-11-29 01:07:05 +11:00
Azaezel
911aaddf7d firstPersonShadows:
follows up on 88bb577c82 (diff-b8335f02a980665dd7dc953db7a637ca) from way back when, and adds the script to turn on first person showing player shadows
2014-11-28 01:51:46 -06:00
Anis A. Hireche
18213a7fa9 missing some file 2014-11-27 20:56:25 +01:00
Anis
09b6a06bbc wrong merge fix 2014-11-27 20:56:24 +01:00
Anis A. Hireche
a954daa43f terrain_blending_opengl_port_from_lukas_code 2014-11-27 20:56:23 +01:00
LuisAntonRebollo
dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
LuisAntonRebollo
5bcd1458c4 Templates changes for OpenGL shaders. 2014-11-08 20:19:50 +01:00
LuisAntonRebollo
2103fd40c4 Increse FrameBuffer size for use on OpenGL. 2014-11-08 19:01:46 +01:00
Vincent Gee
f0a16bb9e3 More comments added, move #include 2014-11-05 16:47:07 -05:00
Daniel Buckmaster
3082bb3adc Merge pull request #884 from GarageGames/development-3.6
Version 3.6.2
2014-11-05 20:28:01 +11:00
Vincent Gee
a91e5a2590 Improvements to SimDictionary for when you have a large number of objects in the game. Under light load (i.e. under 5000 objects) this code actually runs slower that the stock simdictionary. When you exceed 5000 objects, the template class actually runs faster and more consistently. 2014-11-04 06:30:35 -05:00
Daniel Buckmaster
9e4446046f Merge pull request #710 from lukaspj/3-Textures-Blending-Fix
3 textures blending fix
2014-11-04 17:06:04 +11:00
Daniel Buckmaster
be75d5eaab Merge pull request #886 from eightyeight/fix-postfx-manager
Reduce minimum tab width in PostFX manager
2014-11-04 14:20:03 +11:00
Daniel Buckmaster
719fcd7d2d Reduce minimum tab width in PostFX manager. 2014-11-04 14:16:32 +11:00
Daniel Buckmaster
ed820f2dd4 Merge pull request #761 from J0linar/PostFx_Vignette
Added Vignette PostFx
2014-11-04 13:30:47 +11:00
Daniel Buckmaster
f3b08501c0 Enable gamepad input when the startup GUI wakes. 2014-10-31 08:07:19 +11:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00
Daniel Buckmaster
e02e542717 Merge pull request #749 from lukaspj/MixedParticleRendering
Re-enable Mixed particle rendering
2014-10-28 09:50:02 +11:00
Azaezel
f18dd9e438 glow buffer debug visualiser
pure script, there will be several of these using identical methodology for deferred. displays a given buffer via the
 texture[0] = "#glowbuffer"; entry,
passed along to a given shader via the
samplerNames[0] = "glowBuffer";entry
which corresponds to an expected variable name and register.

as much documentation for later as tool
2014-10-24 10:04:17 -05:00
Azaezel
5d5e878129 dynamic cubemap support for tsStatics
engine: implements the capacity for tsstatic objects to allow themselves to use the reflector system in order to display runtime generated cubemaps.
script: defines a calibrated reflectordesc that reflects all object types within the space of approximately half stock veiwdistance
usage: cubeReflectorDesc = DefaultCubeDesc placed in a given object-insatnces entry that uses a material with a dynamiccubemap = true; flag.
immediate purpose: consistency of application of materials.
long term impact: tags steps required in order to associate a given runtime generated cubemap with an object-instance. in the future, this is likely to give way to an area-derived cubemap based on the accumulation volume tech developed by Andrew Mac, or a screenspace reflection.
2014-10-23 20:48:58 -05:00
unkown
c527313284 Fixed a crash when ribbons are loaded 2014-10-20 21:09:41 -06:00
Daniel Buckmaster
b9ebe479a3 Disable all post effects by default. 2014-10-19 20:45:27 +11:00
Daniel Buckmaster
effa335c26 Merge pull request #693 from 'Azaezel/Metrics_Keybind' 2014-10-12 15:06:56 +11:00
Daniel Buckmaster
a8d9f6c499 Fixed Full template art a bit.
Player can now swim properly, and the physical zone elevator is a bit
more helpful (i.e. it sends you to the landing rather than leaving you
floating in midair). Fiddled some more with PostFX settings.
2014-10-06 12:58:32 +11:00
Daniel Buckmaster
e5bc07010c Fixed minor issues with Outpost level.
* Black spots caused by wrongly named images.
 * HDR settings tweaked to be a bit brighter.
2014-10-04 20:30:27 +10:00
Daniel Buckmaster
5103ba22e2 Merge pull request #807 from eightyeight/az_outpost
Added Outpost testing level by Azaezel
2014-10-03 09:34:30 +10:00
Areloch
099a91553a Merge pull request #723 from Azaezel/lightRay_Cleanup
Light ray cleanup
2014-10-01 22:34:23 -05:00
Daniel Buckmaster
599ad823b0 Added Outpost testing level by Azaezel. 2014-10-02 10:51:39 +10:00
Daniel Buckmaster
0a9b393e23 Merge pull request #775 from Azaezel/soldier_triggers
player triggers.
2014-10-02 10:22:34 +10:00
LuisAntonRebollo
535f56af6e Merge pull request #801 from eightyeight/gtest-tests
Googletest tests
2014-10-02 01:31:13 +02:00
Daniel Buckmaster
2a9e6ef5e6 Renamed default ribbon datablocks. 2014-09-24 08:27:03 +10:00
LukasPJ
35f88a77b1 Script integration for Ribbons 2014-09-23 15:44:55 +02:00
Azaezel
9318f8faf3 player triggers. these are what determine the timing ffor when footprint decals and a sound are played based on material configurations during a given animation. 2014-09-05 23:10:08 -05:00
Azaezel
ae55b5f552 Adds material definitions for groundcover referencing. 2014-09-01 19:39:29 -05:00
Daniel Buckmaster
5a430af051 Merge remote-tracking branch 'gg/development' into gtest-tests 2014-08-30 17:51:41 +10:00
Lukas Joergensen
53f241974b Doing a hard compare instead of using step for blending factors 2014-08-25 21:08:39 +02:00
J0linar
83c8274952 -added Vignette PostFx
-added vignette to the Full and Empty Template
-added vignette to the PostEffect Manager
-added vignette Shader and .cs File
2014-08-20 06:22:10 +02:00
Daniel Buckmaster
76b2e4e975 Fixed template scripts. 2014-08-16 11:52:50 +10:00
Daniel Buckmaster
346ad5bdaa Finished up splash screen implementation.
* Added stub methods for non-Windows platforms
 * Move canvas show to after tools have loaded
 * Fix a tab
2014-08-16 11:28:53 +10:00
Lukas Joergensen
981b37e548 Re-enable MixedParticleRendering 2014-08-08 00:34:32 +02:00
Areloch
0878f005c0 Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.

This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Daniel Buckmaster
85a0c1c59f Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00
Daniel Buckmaster
e5bb218377 Turns out we don't actually need a Canvas! Cool. 2014-07-17 13:24:04 +02:00
Areloch
c2da67d473 Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads. 2014-07-15 17:44:19 -05:00
Daniel Buckmaster
b7c720d01d Reverted #540 2014-07-14 15:13:30 +02:00
LuisAntonRebollo
e09a09005d Merge pull request #706 from eightyeight/add-gtest
Add Google test library
2014-07-12 12:53:57 +02:00
Azaezel
4b3ede6674 explicit downcasting for some halfs 2014-07-09 18:07:23 -05:00