Commit graph

182 commits

Author SHA1 Message Date
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
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 22d6b4a1f1 * BugFix: Correct an accidentally removed line from clearing compiler warnings. 2021-10-07 00:32:42 -04:00
Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 2021-10-07 00:27:39 -04:00
Jeff Hutchinson 24bf807713 various shadergen fixes. 2021-10-06 21:53:26 -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 5682bafb29 kills off that second buffer in terrain rendering when in forward mode 2021-09-22 18:28:19 -05:00
Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
Fixed String -> StringTableEntry conversion in prefab file to correct corruption when setting the filename
Cleaned up message spam from the MaterialSlot fields on TSStatics
Added getter/setters for terrain file and assets
Removed unneeded exec of tools profiles for MainMenuGUI
Add logic to remove creators section of AB if in select mode
Fixed misc. messageBox invokes that were erroneously converted to 'toolsMessageBox'
Fix classname for NotesObject in AB Creator Entry
Fix issue where ConvexShapeEditor toolbar would hide after being seen once
Changed keybind for quick AB access from 'space' to 'shift space' to avoid input issues when typing in fields in some cases
Fixed default image assignments for River objects on foam/ripple/depth
Added handling for Material, Sound and Shape asset fields in Object Builder, and updated various objectBuilder class entries to utilize them now.
Updated various fields' defaults for ObjectBuilder to utilize correct assetId's
Fixed editor SceneTree tooltips for TSShape and GroundCovert to correctly reference assets as needed
Added logic to properly check terrain asset validity when prompting to save changes, which would break saving actions before
Added menubar items in the Object category to take control and release control of control objects quickly for testing
2021-09-19 01:01:47 -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 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
Lukas Aldershaab 481e2a7230 Improve terrain rendering, handle bug with no detail 2021-01-04 20:06:17 +01:00
Brian Roberts 27641b16ca
Merge pull request #424 from lukaspj/feature/new-terrain-blending
Height based terrain texture blending
2021-01-04 05:36:50 -06:00
Lukas Aldershaab 6f57aa51d2 Add 0.5f term back to contrast calculation 2021-01-03 11:43:13 +01:00
Lukas Aldershaab 9cac064be8 Avoid negative heights in texture blending 2021-01-03 11:35:08 +01:00
Lukas Aldershaab 10ed852dd2 Remove baseline component from contrast 2021-01-03 01:49:07 +01:00
Lukas Aldershaab 60a10f4334 Add global blendDepth slider and update default blendDepth for mats 2021-01-03 01:26:19 +01:00
Lukas Aldershaab db496fa0c4 Make terrain texture settings global, add dialog to painter 2021-01-03 00:50:42 +01:00
Lukas Aldershaab d3996aec84 Add texture size fields to terrain textures and improve editor performance 2021-01-02 18:33:18 +01:00
Lukas Aldershaab 3c165b7d45 Update blendContrast, add glsl support 2021-01-02 03:30:08 +01:00
Lukas Aldershaab 1ffec9ab56 Add blend contrast slider 2021-01-02 03:20:18 +01:00
Lukas Aldershaab 3c8d07a03e Cleanup and fixes 2021-01-02 02:08:22 +01:00
Lukas Aldershaab 4f472bf402 New terrain blending 2021-01-01 21:07:12 +01:00
Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
Brian Roberts 578846ab6f
Merge pull request #428 from Areloch/ConsolidatedTerrainCreation
Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
2020-12-29 01:29:34 -06:00
Areloch f7ce1efd62 Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
2020-12-28 23:43:56 -06:00
Lukas Aldershaab 49a8c0ad36 Fix ORM maps in terrain textures
Fix default target for Composite Terrain GLSL
2020-12-26 20:02:37 +01:00
Lukas Aldershaab 0594e13e07 OpenGL: Access viewtangent "DX" style for gbNormal in terrain textures 2020-12-26 12:49:34 +01:00
AzaezelX 4250e1d1b4 simplification of the Class::_set<slotname>Asset methods, (as well as early outting before dAtoi(index) hurt itself if index was invalid)
also since I was in there, fixed isrgb accidently being flipped on by default
2020-10-12 04:43:47 -05:00
Areloch f0068c2435 Updates macromagic to properly set up for init'ing when image assets are set in material and terrain materials 2020-10-10 22:48:13 -05:00
Brian Roberts d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
Replace uses of dStrCmp with new String::compare
2020-10-03 17:01:12 -05:00
AzaezelX 411cd009f4 fix terrain compilation 2020-10-03 13:32:16 -05:00
Brian Roberts 681dbe108c
Merge pull request #323 from Azaezel/alpha40_smoothToRough_clean
shift pbrconfig to ORM in keeping with the prepoderance of industry standards
2020-10-03 11:49:10 -05:00
Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
Lukas Aldershaab f87dde254d extra option for terrain block to disable the update of the basetexture 2020-10-03 11:31:02 +02:00
AzaezelX 0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX 22b0785c73 augment imageasset with initMapSlot and bindMap class insert macros (and array variants) to make the conversion process for folks shifting from 3.x to 4.x cleaner, as well as autocreation of getter/setter methods andadditoinal acessor macros for consistency 2020-09-30 13:50:23 -05:00
Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
Areloch c5bccd8ff4 Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
2020-09-08 01:04:41 -05:00
Areloch 40dd926873 Adds function for sceneObjects to report utilized assets
Add reporting of used assets to tsStatics and TerrData
When saving a Scene, it will write static object asset dependencies to it's levelAsset
Shifted level loader logic to pass up the levelAsset rather than full level path
Made it so when level is loading, the levelAsset loads its dependencies. When the level is ended, as part of cleanup, they are unloaded
Shifts defaultEditorLevel to be an actual asset and made the ToolsModule load assets
Fixes the Save As action to correctly save out to the new level asset
Fixed the autoLoadAssets logic to be cleaner and not manually check types
Removed extra, unused DefaultEditorFile file
2020-08-19 18:30:42 -05:00
Areloch 69bfbb0978 Adds functions to get the full path for level and shape asset files
Updated choose level UI to use getLevelPath function so it works again
Added a check for mis.dso for choose level UI as well in case it was compiled
Updated open asset in shape editor logic to use getShapeFile so it works again
Fixed on-exit crash after drag-n-drop importing of assets into the AB by properly using the import config object as a pointered object
Added sanity check when inspecting a TSStatic, if there isn't a materials inspector group for whatever reason to prevent a crash
Added filter logic so if in select mode for a specific asset type, it won't show datablocks, prefabs or other loosefiles
Removed unneeded setting of AB's current address path when creating a new terrain material asset
Added logic for forcing field validation in the create a new asset window. This fixes a problem where if you'd typed in a field but didn't hit enter and then immediately hit the done button, the typed string wasn't used.
2020-08-12 13:11:13 -05:00
Brian Roberts 67dbe4dfe2
Merge pull request #229 from Areloch/TerrainAssetFixup
Reworks the terrain loader code to work with the assets.
2020-07-10 17:30:27 -05:00
chaigler c4e00be91a Fix for crash in _onZoningChanged methods when called by hidden objects.
Hidden objects are removed from the scene manager so calls to getSceneManager()->getZoneManager() crash and burn.
2020-07-02 15:50:29 -04:00
Areloch 4ce558f042 Reworks the terrain loader code to work with the assets.
Fixes the terrain asset creation, makes the loading logic go through the asset auto-import behavior when a filename or assetid is bound that is not found.
Corrects terrain material binding to properly save and load
Makes the terrain asset inspector fields work as expected.
2020-06-25 23:33:01 -05:00
AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap
while shifitng loop in _initSamplerNames to use sgMaxTerrainMaterialsPerPass. if folks absolutely require thier projects to contain terrain macromaps, they can unrem

FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
   //samplerNames.push_back("$macrolayerTex");
and
      //samplerNames.push_back(avar("$macroMap%d", i));
as well as turn sgMaxTerrainMaterialsPerPass down to 2 entries on a given terrain subchunk before it requires another rerender of the terrain blended in with prior passes.
2020-06-19 21:12:20 -05:00
AzaezelX 494049c4f6 typofix in opengl terrain shadergen 2020-06-13 12:02:16 -05:00
Areloch 3f0195475d Merge branch 'alpha40TerainLayerHack' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:19:02 -05:00
AzaezelX c2e74f375a uninitialized variables-terrain 2020-05-11 15:37:43 -05:00
AzaezelX e9415a0994 uninitialized variables-collision 2020-05-11 14:33:59 -05:00
AzaezelX 9beaba0e60 HACKALERT: eat the low bit of the depth map to store off a copy of the blend total for norm|depth layer blending when layers exceed single passes. really should hunt down root causality there... 2020-03-08 17:25:27 -05:00