Commit graph

102 commits

Author SHA1 Message Date
AzaezelX
76dbedb02f reskinning fixes
1) falls back to assuming the word "base" is what is to be replaced if no "oldSkin = newSkin" entry exists
2) falls back to *using* base if the entry is left entriely blank
2019-05-21 12:03:19 -05:00
Areloch
3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 2019-05-13 00:28:23 -05:00
Areloch
c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
AzaezelX
dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
suncaller
8a7c09c8fe Clean up redundant variables 2019-02-06 15:03:06 -05:00
Areloch
b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
OTHGMars
82338fa9f4 Changes TSStatic::castRayRendered to used passed texcoord argument.
This fixes a bug where TSStatic::castRayRendered() ignored the state of generateTexCoord in the passed RayInfo structure and never returned texture coordinates if requested.
2018-06-08 20:32:38 -04:00
Areloch
5a1af9ccd7 Merge pull request #2236 from Azaezel/memberMess
cleans up all 'hides' warnings (at time of writing)
2018-05-30 20:36:43 -05:00
Areloch
1f2847bc11 Merge pull request #2108 from Azaezel/reskinRedux
allows for arbitrary reskinning
2018-04-30 23:37:36 -05:00
Azaezel
cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel
654fc29dc2 bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
Areloch
8dedcf456a Cleanup of export function to remove redundant arg
Removed unused var
Cleaned up collision export on convexShape
Added prefab export functionality
2018-03-04 16:03:39 -06:00
Areloch
49639a908f Expanded mesh baking functionality, now supporting baking of LODs and Collision meshes 2018-03-01 01:51:18 -06:00
Marc Chapman
b8f722e2f9 Phase 2: #ifdef for Zodiacs and particles 2018-01-23 22:03:18 +00:00
Azaezel
f9bf4fca4b new method: TSShapeInstance::resetMaterialList(). Sets all object-instance mapto values back to initial state. reskin now does so to avoid having to track origional values independently. (so say, if you've already got skin1 plugged in to one, and nothing in to another, no need to set skin1=skin2 on the first and skin2 or base=skin2 on the second to swap both on over to skin2).
also by request, went ahead and killed case sensitivity for mapto string replacement when reskinning.
2017-11-12 23:58:34 -06:00
Areloch
7219899287 Working on shader const binding 2017-10-17 08:48:31 -05:00
Areloch
70c154c7d3 Implement of the shader consts binding. 2017-10-10 15:54:54 -05:00
Marc Chapman
d4c2eeea98 Selection Highlighting 2017-07-26 23:48:29 +01:00
Marc Chapman
3219735087 meshroad-zodiacs -- MeshRoad customizations for rendering zodiacs on them.
enhanced-meshroad -- adds option for building top-surface-only PolyList.
polysoup-zodiacs -- Changes made for rendering zodiacs on polysoup objects.
groundplane-zodiacs -- groundPlane customizations for rendering zodiacs on them.
special-types -- defines type bits for interior-like and terrain-like types.
special-types -- defines a type bit for polysoup objects.
2017-07-26 22:05:04 +01:00
Thomas "elfprince13" Dickerson
45ae5e71cb fixed lots of tabs and space 2017-01-06 18:04:28 -05:00
Thomas "elfprince13" Dickerson
3f6c269f6a Fixed type inference for nulls in console functions 2017-01-06 14:50:41 -05:00
Anis
4c59f39c09 Merge pull request #1642 from Azaezel/globalAccumulation
level-wide accumulation assignment
2016-08-07 02:31:45 +02:00
John3
f71e13a686 Fix bug #1664 by @Areloch 2016-07-03 07:23:45 -05:00
Azaezel
9a4acc8a46 initial assignment cleanup (also shapebase for staticShape et al) 2016-06-20 16:47:01 -05:00
Areloch
69244a8577 Readded some missed brackets 2016-06-20 13:14:19 -05:00
OTHGMars
a9f77c4ffd TSStatic Mounting 2016-06-17 10:40:22 -05:00
Areloch
98b3d3294d Merge of PR #855 2016-02-16 00:23:02 -06:00
Azaezel
070d7db9a9 allowplayerstep lets folks run up sharper angles than normal. that should be off by default. 2015-07-17 14:33:02 -05:00
Areloch
2002d74b78 Issue found with PVS-Studio:
Many instances of a function or expression being used repeatedly, which can lower performance.

Fixed it in these cases by creating on local var, reference or pointer that's used instead.
2015-07-13 22:51:17 -05:00
Daniel Buckmaster
84e8cbb4ee Revert recent style cleanup changes. 2015-03-04 11:58:36 +11:00
Daniel Buckmaster
33fcc59543 Merge remote-tracking branch 'origin/style-cleanup' into development
Conflicts:
	Engine/source/T3D/tsStatic.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/tsMesh.cpp
	Engine/source/ts/tsShape.cpp
2015-03-01 22:30:22 +11:00
LuisAntonRebollo
4e9034854d Linux implementation. Include changes for gcc x64. 2015-01-24 22:08:26 +01:00
Azaezel
c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
Daniel Buckmaster
33ff180593 Merge branch 'development' into style-cleanup
Conflicts:
	Engine/source/console/astNodes.cpp
	Engine/source/console/codeBlock.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/collada/colladaAppMesh.cpp
	Engine/source/ts/tsShape.cpp
	Engine/source/ts/tsShapeConstruct.cpp
2014-12-15 12:15:55 +11:00
LuisAntonRebollo
fe9c30b5bb Lowercase TSStatic fied names. 2014-12-12 22:41:08 +01:00
LuisAntonRebollo
8f4c0ed95d Fix spaces in TSStatic fied names. 2014-12-12 22:36:08 +01:00
Daniel Buckmaster
e0436efc21 Merge pull request #910 from Winterleaf/StaticShapeAlphaLod
Added distance fading to TSStatic objects.
2014-12-07 18:15:13 +11:00
Vincent Gee
c5f81a85f5 Renamed LOD to Fade. 2014-11-20 08:00:26 -05:00
Vincent Gee
7b05314901 fixed tabs 2014-11-06 10:44:55 -05:00
Vincent Gee
c4e3a68f7c Added Alpha LOD to tsStatic objects.
This allows designers to set the start and end distance for Alpha LOD on objects.
2014-11-06 08:54:49 -05:00
Daniel Buckmaster
e209cc4389 Use existing methods instead of incorrect maths. 2014-10-31 09:11:07 +11:00
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
bank
75755e42c0 Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSStaticPolysoupConvex 2014-05-13 16:15:36 +04:00
bank
69dbaf5b85 Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape 2014-05-13 14:08:42 +04:00
Daniel Buckmaster
87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts:
	Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
DavidWyand-GG
91e542b8ec SceneCullingState with culling and camera frustum
- Fix for issue https://github.com/GarageGames/Torque3D/issues/525  This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render.  It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same.  This usually means any time when not using the
Oculus Rift.
2013-11-07 15:07:16 -05:00
cpusci
4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
Robert Fritzen
171a24459f Remove namespace from header
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00
thecelloman
b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
thecelloman
7e5ddf4ca2 Resolve issue #163
Fixed and assert on changing material, and we now map the material to the MATMGR by name instead of type.
2013-03-27 21:36:17 -04:00