Commit graph

438 commits

Author SHA1 Message Date
Robert MacGregor 39952a490f * Cleanup: Resolve several compiler warnings associated with TORQUE_DEBUG. 2022-04-25 18:23:15 -04:00
AzaezelX c14c9b78c0 drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map. 2022-04-20 15:53:29 -05:00
AzaezelX 880ac5a264 bump down saveScaledImage default to 256
also add a "Assets/Browser/PreviewImageSize" value lookup, which if left blank defaults to 256
2022-04-12 19:46:19 -05:00
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 dff83182e2 Added sanity check to ensure that the requested file to be scaled via saveScaledImage actually exists
Shifts integration of other modules with the OptionsMenu so other modules can inject their own options categories to a callOnModules hook
Updated ExampleModule to use new options menu integration angle to show example option
Deleted unneeded dropdown_textEdit_image asset def from baseUI
Fixed incorrect internal values for the terrainIcon_image asset def that made it present as a redundant terrain material asset
Cleaned up old, bad loadFilters calls and replaced them with the proper refresh() calls.
Removed old, bad calls for jumping through the asset browser's tree from when it was still hardcoded organization, which cuts down a lot of error spam
Cleaned up some of the asset type's preview image assignment code to be more reliable
Made terrain materials now use a similar preview proxy shape as regular materials
Fixed erroneous duplicate GuiInspectorTypeShapeAssetPtr::onControlDropped, which was breaking drag-n-drop actions of shapeAssets into inspector fields
Added proper logic for drag-n-drop actions of imageAssets into inspector fields
Add sanity check after creating new asset to avoid redundant attempts at initialization of the new asset
Fixed ConvexShape Editor tooling so you can now use the UI to apply the selected material to the selected surface
Added tools menu to the menubar with the Project Importer entry so the PI can be launched from either tool
Implemented ability to drag-n-drop imageAssets onto MaterialEditor map fields and have it work
Implemented ability to drag-n-drop imageAssets onto TerrainMaterial Editor map fields and have it work
Made the TerrainMaterial editor dialogue have a non-modal background so you can interact with the editor as normal while it's up
Add sanity check to avoid attempting to mark EditorTree items if we couldn't find it's id
renamed BaseMap references in terrain material editor to diffuseMap for consistency
2022-03-27 03:05:48 -05:00
JeffR f1f73e41bd Fixes handlong of loading non-DDS images to better handle pointer references with the GBitmap resources.
Also adds a sanity check for the source or dest strings so they can't be empty strings
2022-03-06 22:55:05 -06:00
JeffR 7fe85ab7d5 Fixes saveScaledImage to handle DDS format files, since DDS's go through a separate resource loader 2022-02-25 16:55:05 -06:00
rextimmy e1398895b3 fix opengl device not returning the correct anisotropic value 2021-12-15 20:09:18 +10:00
AzaezelX 0527865462 set cubemapsaver profile to one that preserves sizes
also aug size mismatches for the popup so they're reported
2021-11-21 14:28:51 -06:00
Brian Roberts e0e3ebc69d
Merge pull request #637 from Azaezel/alpha40/guiRotation
blatantly ganked from T2D; adds rotation as an option for drawbitmap
2021-11-08 16:08:17 -06:00
AzaezelX 8fa652a327 by request, changed fspin and the new "rotation" for bitmap gui elements to a more generic "angle" to preserve thedistinction between rotating a gui and rotating a 3d object. 2021-11-08 16:07:44 -06:00
AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per.
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX d07d113246 blatantly ganked from T2D; adds rotation as an option for drawbitmap
demonstrates a bit of usage in guibitmapctrl. (do note, gui elements may need followup via altering thier clip rect depending on how folks want to end up using this)
2021-10-25 23:16:41 -05:00
Robert MacGregor 2586e73145 * BugFix: Correct a few memory leaks. 2021-10-14 19:40:16 -04:00
Brian Roberts 15aed0efc2
Merge pull request #616 from Azaezel/SoundAssetImplements
Sound asset implements
2021-10-13 13:11:57 -05:00
Jeff Hutchinson 90951b3cc8
Merge pull request #619 from Azaezel/alpha40/glcubefix
fix opengl cubemap display
2021-10-11 21:13:25 -04:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
AzaezelX bce14ab63f fix opengl cubemap display 2021-10-11 20:02:49 -05:00
Brian Roberts 8f8a8384e3
Merge pull request #608 from DraconicEnt/bugfix-msvc-compiler-warnings
BugFix: Correct MSVC Compiler Warnings
2021-10-11 19:31:22 -05:00
Brian Roberts ed80136322
Merge pull request #615 from JeffProgrammer/gl_meminfo
OpenGL Memory Info Extensions
2021-10-11 19:31:10 -05:00
Robert MacGregor aba091a97a Merge remote-tracking branch 'main/Preview4_0' into bugfix-msvc-compiler-warnings 2021-10-11 19:36:52 -04:00
Robert MacGregor 1385b29f03 * Adjustment: Initial testing with extensions to load GPU VRAM. 2021-10-10 20:53:55 -04:00
Jeff Hutchinson a458c97217 Implement more extensions to get graphics card memory for OpenGL on windows and Linux.
(cherry picked from commit da942cdb79a87b76e629b36415c83067e3620a70)
2021-10-10 20:09:02 -04:00
AzaezelX e2e1c491ac Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into kermithelpme 2021-10-09 11:32:13 -05:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
AzaezelX c523951e65 Merge branch 'Preview4_0' into alpha40/SGCleanups2 2021-09-22 18:47:31 -05:00
AzaezelX 9775d69988 pad shader uniform length pipe by 1 to avoid a bug with some integrated chips clipping 2021-09-21 17:10:07 -05:00
Brian Roberts 2fe767f2cd
Merge pull request #578 from Azaezel/alpha40/dedicatedGFXnullouts
dedicated gfx device suppression
2021-09-19 01:57:22 -05:00
Robert MacGregor c8a5ccb191 * [OpenGL] BugFix: Correct shader errors being thrown during the load phase due to direct use of glUseProgram causing desync with GFXGLDevice. 2021-09-17 17:39:29 -04:00
AzaezelX 98a4e7fb12 dedicated gfx device surpression
augments $Video::forceDisplayAdapter = -1; to force usage of GFXAdapterType::NullDevice
skips trying to open a splash window for dedicated servers
bypasses guicanvas window display if window does not exist
2021-09-14 17:49:27 -05:00
AzaezelX 5f0551b831 don't try to generate mipmaps for images that aren't n^2 dureing preview map generation 2021-09-10 18:18:30 -05:00
Brian Roberts 86a8fb5854
Merge pull request #523 from Azaezel/alpha40/windowWonk
report if SDL_CreateWindow is unable to create a window at all
2021-08-10 22:29:05 -05:00
AzaezelX fc9d767256 report if SDL_CreateWindow is unable to create a window at all 2021-08-09 23:48:01 -05:00
AzaezelX a944b6435c give useful data when not finding a given shader var 2021-08-09 20:19:16 -05:00
Areloch 34f0f01cea Adds console function to compare file modified times
Adds console function to save a scaled image
Improved logic of generating previews for shape, material and image assets to regen if original asset loose file was modified
Added logic to generate scaled preview image for material and image assets to improve load times of AB
2021-08-08 16:20:58 -05:00
AzaezelX b73353a446 we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. 2021-07-29 11:12:07 -05:00
AzaezelX 3fad050028 Merge branch 'Preview4_0' into EngineAssetify_Followups 2021-07-28 13:51:44 -05:00
AzaezelX 1c0f234d3a adress #510 - missing GFXFormatR11G11B10 macrohook 2021-07-20 11:29:13 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Brian Roberts 2a2987869b
Merge pull request #478 from Bloodknight/SDL_OpenGL_BPP_Fix
Fixes a resolution switching issue when the game uses **only** OpenGL…
2021-04-22 19:51:14 -05:00
AzaezelX ab878eb312 report which profile usages are conflicting (was,is) 2021-04-06 14:54:53 -05:00
Marc 3d2f3bda64 Fixes a resolution switching issue when the game uses **only** OpenGL as the renderer
Canvas.tscript fixes provided by @OTHG_Mars
2021-03-18 21:37:36 +00:00
Lukas Aldershaab 099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
Areloch c5cdba750e Fixes some minor errors on MacOS regarding compiling in clang 2021-01-14 18:00:56 -06:00
Brian Roberts 4de1449c4b
Merge pull request #442 from rextimmy/gfx_cleanup
Removed old fixed function code from GFX.
2021-01-05 03:00:04 -06:00
rextimmy 6d71bec417 gfx enum correction 2021-01-05 13:04:53 +10:00
rextimmy 5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
rextimmy aad70af468 use const for consistency 2021-01-05 10:43:12 +10:00