Areloch
c17ae94745
Moved VR module from core to a regular module, as not all games are necessarily going to use VR.
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Also corrected some of the default posteffect settings for the levels.
2018-09-19 16:03:58 -05:00
Areloch
878b68cc39
Module-ified core structure.
2018-09-02 03:53:13 -05:00
Areloch
02972b5961
Clear out old core structure before adding the new module-ified structure.
2018-09-02 03:50:31 -05:00
Areloch
dd626417a3
Includes some renderbin declarations that are needed for AFX that got missed in the original PR.
2018-03-26 23:31:10 -05:00
Areloch
8f947d5251
Adds a convenience function to refresh the console dialog.
2018-03-17 14:37:07 -05:00
Areloch
485f5bc942
Merge branch 'LinuxCompatabilityFixes' of https://github.com/Bloodknight/Torque3D into development
2018-03-17 14:07:26 -05:00
Areloch
5bf3d67959
Merge pull request #2090 from Areloch/ConsoleLogFilters
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Adds some filtering options to the console log gui
2018-03-16 23:41:00 -05:00
Marc Chapman
7b36a618a6
PostFX.hlsl
2018-02-11 17:12:34 +00:00
Marc Chapman
c357fdb897
ShaderModelAutoGen
2018-02-11 17:12:17 +00:00
Areloch
d5b455a84c
Added helper functions for managing Game Objects
2018-01-28 15:18:05 -06:00
Areloch
68efd8e22a
Updates to component classes -
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Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00
Areloch
ae5a43de70
Asset Browser initial implementation - Asset updates.
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Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Areloch
b5277e0f08
Fixes the inspector/component editor to display the components attached to an entity correctly in the inspector.
2017-12-03 01:21:30 -06:00
Areloch
9c3687b839
Changes the buttons to be a checkbox button, which is easier to identity as being activated or not compared to the stock togglebutton.
2017-11-15 18:52:41 -06:00
Areloch
0c21ef1b45
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Areloch
9b83e47302
Adds some filtering options to the console log gui so you can specify if you wish to be able to see errors, warnings and regular messages. It also denotes how many errors and warnings are currently in the log.
2017-09-23 12:37:55 -05:00
Areloch
1de626e829
* Intel GL Fix
2017-07-08 02:56:50 -05:00
Areloch
d07abe8ad2
* Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-07-08 02:56:09 -05:00
Areloch
296ab5b532
* Removes Direct3D9 functionality.
2017-07-07 03:13:43 -05:00
Areloch
af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
2017-04-11 00:23:14 -05:00
Areloch
7e5d2f3eac
Additional cleanup and add-in of files that were missed.
2017-03-27 00:36:23 -05:00
Areloch
b357ad077d
Re-adds some bits from the old templates that were missed when doing the BaseGame template.
2017-03-26 17:53:01 -05:00
Areloch
9bf9184628
Fixed up the GL side, and tweaked some shader pathing to not cause issues with the new common shader placement.
2017-03-05 01:19:21 -06:00
Areloch
9f171a42e7
Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
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Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.
Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch
1520bc83b2
Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used.
2017-02-27 15:29:35 -06:00
Areloch
1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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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