Commit graph

36 commits

Author SHA1 Message Date
Ratfish Studios
fea3724f4e Rearranges the right-mouse click popup menus for the world editor and gui editors to a) be organized more logically and b) be more flexible.
This also fixes some insecure behavior relying on %this value eval'ing, which has also been modified to be better.

Also fixes up some old calls for getting menubar menus by internal name, which is no longer supported, instead using the findMenu function call.
2018-05-08 00:30:15 -05:00
Areloch
619191bf4f Merge pull request #2202 from Areloch/ScriptObject_PopupFixes
Removes the GameObject folder insert for the scripted object creator grid
2018-02-14 01:28:56 -06:00
Areloch
6ac08c6290 Updates the basegame template as well. 2018-02-14 01:03:25 -06:00
Areloch
7af3de2517 Merge pull request #2189 from Areloch/AnimationAssetImprovements
Bugfixes and improvements for the animation component and related assets
2018-02-13 14:54:38 -06:00
Areloch
7e0e46d66c Removes the folder insert for the scripted object creator grid, which was causing a UI screwup making the scripted objects overlap and jumble up.
Also reorgs the popup controls to match what's in the BaseGame template's setup, which should fix editor popups.
2018-02-12 00:02:20 -06:00
Areloch
86f8677cff Merge pull request #2185 from John3/old_dml
delete old dml
2018-02-10 18:32:55 -06:00
Areloch
14ae287c0c Bugfixes and improvements for the animation component and related asset behavior.
Adds in ability to establish a shape animation asset as being cyclic or blended.
Adds functionality for blended animations to integrated into shapeAssets.
2018-02-04 14:31:28 -06:00
Areloch
cfbdf63cd7 Merge pull request #2184 from rextimmy/isNotSky
removed isSky from template sky material files.
2018-02-04 13:22:13 -06:00
Johxz
dd68bf660e delete old dml 2018-01-31 20:46:17 -06:00
rextimmy
e35857ba92 removed isSky from template sky material files. 2018-02-01 07:42:36 +10:00
Areloch
e9dbe788f6 Added useful new icons for the editors. 2018-01-28 15:32:31 -06:00
Areloch
1278cf22a2 Initial implementation of the Asset Browser tool. 2018-01-28 15:30:17 -06:00
Areloch
d22e7c98e1 Cleanup of the editor load function 2018-01-28 15:28:58 -06:00
Areloch
c729f603b8 Added convenience function to take control of selected entity if it supports it. 2018-01-28 15:27:51 -06:00
Areloch
168d4d9f0a Updated the RMB popup menus for the scene tree to better organize them.
Also removed redundant createGameObject function.
2018-01-28 15:27:02 -06:00
Areloch
5f5b90794e Updates the shape editor to support editing a shape via assetID, as well as adding support for shape animation assets being selected when adding a new animation sequence to a shape. 2018-01-28 15:25:41 -06:00
Areloch
06e02c5582 Update the editor template level with a clearer name and description. 2018-01-28 15:24:16 -06:00
Areloch
f0afa06b30 Update gui editor to utilize new findMenu command for menubars rather than assuming menu names. 2018-01-28 15:23:46 -06:00
Areloch
682d43a688 Tweaks to the GuiMenuBarProfile to have correct coloration and borders.
Also added a new Centered Text Edit gui profile.
2018-01-28 15:22:42 -06:00
Areloch
c23c99dbea Merge pull request #2118 from Areloch/MenuAndPopups
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
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
2ca6af8e48 Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
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
Base game to date
2017-07-09 03:44:56 -05:00
Areloch
90c04cb8f4 Merge pull request #2025 from John3/fixWarnMat
Fix load texture warnmat
2017-07-09 03:10:42 -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
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
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
[augs]Snapwork
2017-04-08 17:40:46 -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
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.
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
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