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
c23c99dbea
Merge pull request #2118 from Areloch/MenuAndPopups
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Refactors the Popup menus and GuiMenuBars
2018-01-27 18:41:00 -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
7fc023df7e
Merge pull request #2123 from nev7n/forestEditorFix
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Fix forest editor failing to load forest
2017-11-27 01:18:19 -06:00
Marc Chapman
75b85f9ac5
Correct orientation of images
2017-11-22 15:16:49 +00:00
Justin Knight
c772f8044a
Fix forest editor failing to load forest because of space after object ID
2017-11-14 11:57:13 +00:00
Areloch
fac951e30d
Prior commit had mangled files somehow. Fixed.
2017-11-12 11:42:44 -06:00
Areloch
2ca6af8e48
Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code.
2017-11-11 01:21:48 -06:00
Areloch
0c21ef1b45
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Areloch
f8702b717b
Sets the default grid snap size to 1 rather than 10. 1 Seems like a more neutral default value, and also makes it match the displayed '1' in the UI interface as the default as well.
2017-09-17 18:24:44 -05:00
Johxz
d1d75ebff7
add nav path from inside of editor
2017-08-15 22:41:36 -05:00
Areloch
41240cfd38
Merge pull request #2037 from Areloch/BaseGameToDate
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Base game to date
2017-07-09 03:44:56 -05:00
Areloch
90c04cb8f4
Merge pull request #2025 from John3/fixWarnMat
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Fix load texture warnmat
2017-07-09 03:10:42 -05:00
Areloch
c2a5b1e9e4
Merge pull request #2026 from John3/nodeFilter
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node filter for shape editor
2017-07-09 03:03:52 -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
412c0380f4
Merge pull request #2031 from rextimmy/intel_gl_fix
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Intel GL Fix
2017-07-05 23:06:13 -05:00
rextimmy
e2a3bf1d19
Intel GL Fix
2017-07-05 14:45:00 +10:00
Johxz
f2fb6c117d
node filter for shape editor
2017-06-23 21:35:05 -05:00
Johxz
6f95747311
Fix unable to load texture warnmat
2017-06-23 21:13:30 -05:00
Areloch
25686ed4be
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
2017-06-23 11:36:20 -05:00
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
Areloch
35ddfd53b2
Does the prepass->deferred rename for the full template as well to make it play nice while we prep for the swap over to the BaseGame template.
2017-05-08 18:33:14 -05:00
Areloch
bb7440ee5a
Merge pull request #1982 from aaravamudan2014/development
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Added gui functionality for vehicle re-mapping as per #950
2017-04-28 21:48:23 -05:00
Areloch
5a4c9adc0f
Merge pull request #1992 from AlexBarys/DecalPropertiesNamedWrong
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Fixed old names of decal properties
2017-04-26 23:54:09 -05:00
AlexBarys
4ab37dec76
Fixed misspelling of dragCoefficient property
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As noted in issue #1501 , the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.
2017-04-26 13:10:32 -04:00
aaravamudan2014
170e2ea532
Added new config file save for vehicle re-mappings
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Added gui functionality for vehicle re-mapping
Update optionsDlg.cs
Fixed some coding guidelines problem
Fix some of the indentation problems (tabs replaced by spaces).
Curly bracket guidelines followed.
fixed some indentation problems
just noticed a few more indentation problem, my bad.
2017-04-26 09:40:38 -04:00
AlexBarys
a5fefe4bea
Fixed old names of decal properties
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Renamed the screenStartRadius and screenEndRadius properties in the bulletHoleDecal datablock and ScorchRXDecal datablock to fadeStartPixelSize and fadeEndPixelSize properties, respectively, to match names of the properties as defined in the decalData.cpp file, as noted in issue #1498
Among other possible fixes, this makes the size of the bullet hole decal's actually random in size now, instead of always being the exact same size.
2017-04-23 19:06:36 -04:00
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
b052a1f970
Merge pull request #1961 from Azaezel/snapwork
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[augs]Snapwork
2017-04-08 17:40:46 -05:00
Areloch
a61289e71c
Merge pull request #1973 from Azaezel/endingEmpty
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empty template is superceded by basegame + plugins.
2017-04-08 17:27:46 -05:00
Azaezel
2d5daea554
empty template is superceded by basegame + plugins.
2017-04-05 09:28:57 -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
Azaezel
3f94a33a5f
basegame script update for snapwork
2017-03-05 23:07:02 -06:00
Azaezel
f8a81d2634
Merge branch 'development' into snapwork
2017-03-05 22:58:29 -06:00
Areloch
d793bb6804
Added the data/shaderCache dir for procedural shader files to generate into as well.
2017-03-05 01:26:33 -06:00
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
2f88bdf865
Tweaked the no-levels-found popup messagebox to properly call the returnTo functionality to bump back to the appropriate originator gui.
2017-03-01 00:46:39 -06:00
Areloch
bd3af15260
Missed adding the postFXInit call to the main.cs.in file.
2017-02-27 23:02:33 -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
Azaezel
f1d315d51a
adds an atGizmo option - for now drops a new object at a given singular mesh position. TODO: at the center of a given group.
2017-02-26 18:34:32 -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
Azaezel
4b1e2816a9
console spam cleanup
2017-02-22 16:51:50 -06:00
Azaezel
5e6826d9bd
fixes snap-to-terrain toggle not displaying it's initially saved-off state.
2017-02-22 15:11:21 -06:00
Azaezel
ebdd441833
adds a useGroupCenter var/button to allow folks to use non-itterative snapping, and defaults it to do so (maintains prior functionality envelope)
2017-02-22 14:31:26 -06:00