Commit graph

427 commits

Author SHA1 Message Date
Areloch
c23c99dbea Merge pull request #2118 from Areloch/MenuAndPopups
Refactors the Popup menus and GuiMenuBars
2018-01-27 18:41:00 -06:00
Areloch
7fc023df7e Merge pull request #2123 from nev7n/forestEditorFix
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
412c0380f4 Merge pull request #2031 from rextimmy/intel_gl_fix
Intel GL Fix
2017-07-05 23:06:13 -05:00
rextimmy
e2a3bf1d19 Intel GL Fix 2017-07-05 14:45:00 +10:00
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
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
Fixed old names of decal properties
2017-04-26 23:54:09 -05:00
AlexBarys
4ab37dec76 Fixed misspelling of dragCoefficient property
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
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
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
Azaezel
f8a81d2634 Merge branch 'development' into snapwork 2017-03-05 22:58:29 -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.
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
Areloch
2db03e47e9 Fixes a crash when you try to delete things without being in selection mode in the forest editor. Adds a sanity check that everything is properly set up before attempting the delete action.
Also adds a fix to the mesh item tab in the forest editor to correct odd selection behavior that could erroneously cause selection of two items in the list when you only clicked one.
2017-02-04 22:45:49 -06:00
Areloch
8985cbb0d3 Merge pull request #1894 from John3/enableVideoRecording
enable video recording
2017-01-30 18:26:50 -06:00
Areloch
ca4204be14 Merge pull request #1933 from Areloch/SDLMenubarFixins
Fixes editor handling of menubars when opening/closing.
2017-01-30 13:31:46 -06:00
Areloch
f8b650f7a1 Reworks the open/close functions of the gui and world editors so they will properly toggle between and clean up when closed. 2017-01-21 17:11:54 -06:00
Areloch
ec8b657b71 Adds support for multiple textures used in the strike rendering per @RichardsGameStudio's help. 2017-01-19 19:15:50 -06:00
Areloch
6a204f3528 Missed removing the old BMP splash for the new PNG one. 2017-01-16 00:16:17 -06:00
Areloch
f02d0d6c4e Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Areloch
713c93d328 Merge branch 'splashAndWindowIcons' of https://github.com/Areloch/Torque3D into development 2017-01-15 23:37:06 -06:00
Areloch
8a39f5e7b6 Merge pull request #1896 from rextimmy/physics_shapes
PhysicsShapeData examples
2017-01-04 02:23:28 -06:00
rextimmy
a3173b566e PhysicsShapeData examples 2017-01-03 10:24:47 +10:00
Johxz
731981dbb6 Unused preDemoRecord() 2017-01-01 22:17:45 -06:00
Johxz
5e47c018b2 enable video recording 2017-01-01 21:40:41 -06:00
Johxz
260f108693 added torque SimView tool 2016-12-28 15:25:55 -06:00
Areloch
b19aba2e54 Merge pull request #1879 from Azaezel/sRGBSwatch
colorPicker/swatch srgb display.
2016-12-27 22:11:02 -06:00
Azaezel
646c62d9f4 HDR review: remove from reflections, kill depth check, order of operations corrections. 2016-12-27 10:24:49 -06:00
Azaezel
d42b1a6be8 colorPicker/swatch srgb display.
dependency from @rextimmy: tolinear and togamma for color+lumnance.
2016-12-22 06:37:34 -06:00
Areloch
170cdadf60 Fixes window icons with SDL, hooking it through the var $Core::windowIcon as the path.
Also adjusted the splash window icon to use the var $Core::splashWindowImage for it's path.
2016-12-22 00:52:34 -06:00
Areloch
eb2d3a908a Tweaked the naming convention to a) be more in line with the prefab creation functions, and b) avoid common artist terminologies that may lead to confusion on what it does. 2016-12-11 23:02:13 -06:00
Areloch
1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
Also adds a 'Bake Selection to Mesh' option to the tools menu in the editor to export the selected mesh to a collada file, and then replaces the selection with a TSStatic.
2016-12-10 17:27:27 -06:00
Johxz
681b049e93 remove dml file 2016-12-09 16:39:06 -06:00
Areloch
f77e4b960d Merge pull request #1848 from Azaezel/ParallaxPinch
[workaround] pinches parallax steps so the 0-1 range has minimal artifacting
2016-12-08 01:57:23 -06:00
Azaezel
0049678c25 [workaround] pinches parallax steps so the 0-1 range has minimal artifacting 2016-12-06 23:41:28 -06:00
Areloch
a3740719b1 Merge pull request #1817 from jamesu/ipv6_pr
Preliminary IPV6 Support
2016-12-04 16:22:42 -06:00
Areloch
1e89337825 Merge pull request #1821 from Areloch/platformgenericmenucatch
Sanity check for if the GuiPlatformGenericMenuBar class
2016-11-26 02:01:32 -06:00