Commit graph

3980 commits

Author SHA1 Message Date
Areloch
d8cc73f5a1 Added utility methods to AssetBase:
getAssetDependencyFieldCount
clearAssetDependencyFields
addAssetDependencyField
saveAsset

Updated the saveAsset function for terrain block to utilize utility methods to ensure the terrain asset's material dependencies, so they will load properly.
2019-11-07 00:42:55 -06:00
Areloch
906c7095f1 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0_terrain_edit_update 2019-11-07 00:40:18 -06:00
Areloch
22249bf4d4 WIP of updating terrain editor to work with assets
Fix minor UI issues for asset browser
included folder 'asset type' script
2019-11-06 00:23:07 -06:00
Areloch
ed53f3cf76 Merge pull request #115 from Azaezel/alpha40MatUnmangle
materials.cs files are still being automatically executed reguardless…
2019-11-04 00:43:25 -06:00
Areloch
aa259753f9 Merge pull request #120 from Azaezel/alpha40VCFixFrame
from @rextimmy: clamps the vc workaround now that later versions fixe…
2019-11-04 00:42:38 -06:00
Areloch
fd4c65ad0d Merge pull request #122 from Azaezel/Preview4_0
from @rextimmy: ssao work
2019-11-04 00:42:30 -06:00
Areloch
c6a6e72f66 Merge pull request #121 from Azaezel/alpha40MonoColorMayhem
getChanelValueAt 'correction'
2019-11-04 00:42:20 -06:00
Areloch
a85bc7bae0 Merge branch 'Preview4_0' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-01 01:24:57 -05:00
Areloch
ab2057c9d3 Merge branch 'alpha40MonoColorMayhem' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-01 01:24:37 -05:00
Areloch
3c0b7b2086 Merge branch 'alpha40VCFixFrame' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-01 01:24:20 -05:00
AzaezelX
501990c3b6 from @rextimmy: ssao work
shifts ssao from the vectorlight to ibl-only via the reflectionProbearray postfx shader
2019-10-31 19:06:40 -05:00
AzaezelX
047a45c82d getChanelValueAt 'correction'
when feeding a u8 value from a 16 bit format, best to look up the red chanel for minimal artifacting
2019-10-30 21:39:20 -05:00
AzaezelX
8cb018fb44 from @rextimmy: clamps the vc workaround now that later versions fixed that bug 2019-10-29 06:57:13 -05:00
Areloch
3af902c911 Merge pull request #114 from Azaezel/alpha40DBCache
Alpha40 db cache
2019-10-26 23:19:19 -05:00
Areloch
fde83b7058 Merge pull request #111 from Bloodknight/MinorFixes
Minor fixes
2019-10-26 23:19:07 -05:00
Areloch
0b282c6947 Merge pull request #99 from Azaezel/alpha40ModuleDependencyResolvers
Alpha40 module dependency resolvers
2019-10-26 23:18:49 -05:00
Areloch
25a117159f Merge pull request #113 from Azaezel/alpha40VolfogTriggerTrip
set volfog to use the standard window-resized trigger for it's update
2019-10-24 21:20:53 -05:00
AzaezelX
4f31dea023 materials.cs files are still being automatically executed reguardless of location twice. shifted the ribbonshader shaderdata defines from new to singleton to avoid attempts at duplicated creation. 2019-10-21 19:22:13 -05:00
AzaezelX
8b4f3fea31 misc formatting fixes, and a removal of the
bool LightningData::preload(bool server, String &errorStr)
{...
dQsort(thunderSounds, MaxThunders, sizeof(SFXTrack*), cmpSounds);
...}
call causing network stream corruption
2019-10-21 18:58:15 -05:00
AzaezelX
0b21072b10 datablock caching, and dependency-object vs hooked up class method segregation
1) relies on https://github.com/Areloch/Torque3D/pull/99 for modular resolvers (re-included for ease of testing)
2) adds a new module::onServerScriptExec(%this) callback executed after datablock transmission
3) bypasses DB transmission in favor of a straight file read if the resulting network data would (via CRC compare) match what a client already has saved off under data\cache\<client or server>
2019-10-21 18:55:15 -05:00
Marc Chapman
723125695d Un Mirrored these green textures... again 2019-10-20 14:05:09 +01:00
Marc Chapman
626a656bcb MIssed settings 2019-10-20 09:48:57 +01:00
Marc Chapman
47f60f9272 Added TerrainSnapOffsetZ back to editor settings 2019-10-20 09:16:16 +01:00
Areloch
cba14c035f Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
Marc Chapman
326908aa3d Fixed bug in display options UI writing incorrect values. 2019-10-18 04:25:49 +01:00
AzaezelX
27d6665d21 set volumetric fog to use the standard window-resized trigger for it's update 2019-10-17 09:54:38 -05:00
Marc Chapman
40cdc29e0c GFXStateBlockData new -> singleton 2019-10-16 19:26:45 +01:00
Marc Chapman
27d2f63986 Shaderdata new->singleton 2019-10-16 19:23:32 +01:00
Marc Chapman
4aed48697d typos 2019-10-16 19:22:56 +01:00
Marc Chapman
7ddf6cd4f2 Fix shader path and added console.log in cleanup.bat 2019-10-16 19:22:34 +01:00
AzaezelX
f44cb01249 looks like arrayObjects return count() as size+1;
one of these days should really do a consistency pass on those...
2019-10-06 11:08:49 -05:00
Areloch
e621e362f4 Corrected the logic for the GenerateComposite import config rule so it only applies if there's any of the ORM maps detected
Added new import config rule: AlwaysPresentImageMaps so it will add entries for the regular map inputs on a material, even if they weren't actually found
Disabled a number of inactive popup menu items
Added Create New Module to normal add asset popup for more obvious/simplified use-flow
Adjusted the editor loading logic so it will properly display the loading splash to inform loading is happening instead of just lagging
Adjusted the assimp shape loader code so if it doesn't find a texture, and thus just sets a material value as the material color, it has a more parsable formatting
2019-10-06 01:29:12 -05:00
AzaezelX
9229c21788 adds an optional entry to registerDatablock that sets a flag in the datablock files to-be-executed DatablockFilesList ArrayObject that erases relative-path duplicates and surpresses overwrites. setting it again in a sucessively executed module will take ownership of the exclusivity. otherwise, all script files follwing the same general path will be executed.
adds an unRegisterDatablock to remove a given "relativePath / file" from the list
sets up an automatically-cleaned ExecFilesList  ArrayObject following a similar pattern, and executed for each callOnModules call, so that for instance all module::initServer(%this) entries are parsed, %this.queueExec feeds the vector, and opon completion of gathering the list, all are then executed in module-dependency order
2019-10-05 08:03:13 -05:00
AzaezelX
466d03ffec adds a moduleDependencySort qsort callback, and uses it in the findModule method to massage the return vector by depends order 2019-10-05 07:53:43 -05:00
Areloch
248f1da1c5 Standardizes the Level Assets to just use the regular asset description field for it's description
Updated existing level asset definitions to comply
2019-10-05 01:55:52 -05:00
Areloch
782ab7b73a Add proper refreshing of fields in the Project and Editor settings editors. 2019-10-05 01:16:14 -05:00
Areloch
94b6749012 Catches FPSGameplay module up to new gamemode and module paradigm
Adds additional args for callGamemodeFunction
Adds default Observer camera datablock
2019-10-04 21:00:58 -05:00
Areloch
01f562b9e5 Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right
Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
2019-10-03 23:46:53 -05:00
Areloch
6f02f64dd2 Re-enabled ExampleModule's keybinds 2019-09-29 23:12:46 -05:00
Areloch
bc7cbbe413 Merge branch 'Preview4_0' of https://github.com/Areloch/Torque3D into Preview4_0 2019-09-29 07:52:03 -05:00
Areloch
c9a63d63cf Updated ToolsGuiTextPadProile to comply to editor theme
Further tweaks/reorg to UI module
Implemented cubemap array scaling on GL so it doesn't crash when texture quality is lowered
2019-09-29 07:51:43 -05:00
Areloch
0a78c1fb42 Merge pull request #67 from zfbx/Preview4_0
removed and moved files for baseGame
2019-09-29 07:28:54 -05:00
Areloch
f44d424ff2 Merge pull request #66 from Azaezel/SSR4
from user Ewyncat: more matrices for postfx
2019-09-29 07:24:23 -05:00
Areloch
db6c6b1e85 Merge pull request #71 from Azaezel/alpha40DynShadowRefreshRedux
re-add dynamic shadow refresh rate
2019-09-29 07:23:37 -05:00
Areloch
9459fab3e4 Merge pull request #69 from Azaezel/alpha40EditorEditing
Alpha40 editor editing
2019-09-29 07:23:02 -05:00
Areloch
3986b800cd Merge branch 'Preview4_0' of https://github.com/zfbx/Torque3D into Preview4_0 2019-09-29 06:51:47 -05:00
Areloch
8403345de4 Merge branch 'SSR4' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:23 -05:00
Areloch
6b6e5b6ca2 Merge branch 'alpha40DynShadowRefreshRedux' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:51:04 -05:00
Areloch
c83bfef7a5 Merge branch 'alpha40EditorEditing' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-09-29 06:50:45 -05:00
Areloch
e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00