- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)
This correctly utilizes the forest object's datafile field if it's set.
If not, it will create a new forest item with the missionPath\missionName.forest convention.
This also removes the checks for the hardcoded "theForest" forest object name, so that if it is renamed for some reason, it doesn't break.
Lastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.
This has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.
The editor didn't test that a mission area actually existed, so when you switched to the editor, it would trigger the crash.
It now tests if there is a mission area when switching to the editor tool, and if there is not, prompts for the creation of a new one, similar to the auto-prompt for creating terrain blocks.
+added: gui slider for maximum exposure of vignetting
+changed: shaders to logical min/max floats
this pr contains the glsl shaders as well and therefore makes the
https://github.com/GarageGames/Torque3D/pull/1225 Pull Request obsolete