Commit graph

3132 commits

Author SHA1 Message Date
Azaezel
e63c0a78a3 NavMeshUpdateAll leak suppression (not 100% preventative)
1) Reset the build when adding potential dirties to the list to ensure it isn't trying to kill off a dirty entry that it's passed by.
2) mSaveIntermediates = true; causes leakage even with all this. still tracking that end.
3) Need to remove a dead tile whether there's new data to replace it with or not. Empty tiles are an entirely possible case. Even a probable one if you have high verticality in a level.
4) Likewise you don't want to re-feed the same geometry list for a given tile in case the conditions have changed.
5) If no vertcount then clear all geometry entries. (that one might be paranoia)
2015-11-27 17:43:08 -06:00
Azaezel
b0b39b5f83 mDirtyTiles changed from std::queue to a vector
allows us to leverage  .push_back_unique(&foo); and .clear();
2015-11-27 16:17:30 -06:00
Areloch
272e3138a0 Merge pull request #1470 from Azaezel/waterIsNotStatic
As I nor az have been able to find any issues with this so far, I'll push this through. We can handle any emergent problems as they come up, but so far it looks solid.
2015-11-26 12:37:20 -06:00
Robert MacGregor
d3c7edfe42 Fix TinyXML Build errors 2015-11-22 02:45:25 -05:00
Azaezel
b6bd8c863c removes StaticObjectType flag from water objects.
https://github.com/GarageGames/Torque3D/issues/1458
2015-11-20 10:52:57 -06:00
Areloch
703fff01fb Merge pull request #1460 from Azaezel/FileFallbackFoulups
fillin for fallbacks for filesystem funcs
2015-11-16 21:42:22 -06:00
Areloch
113bb6b62d Merge pull request #1463 from Azaezel/bulletBreak3
missed a convexSweepTest early-out check.
2015-11-14 16:12:57 -06:00
Azaezel
74a194a277 missed a convexSweepTest early-out check. 2015-11-14 11:26:42 -06:00
Areloch
dbe870f8e5 Merge pull request #1433 from Azaezel/CommandControl
The TypeCommand type brings up a full notepad-esque interface.
2015-11-13 00:31:22 -06:00
Areloch
1a009d6dd3 Merge pull request #1443 from Areloch/TAM_Implementation
TAML, Assets and Modules implementation
2015-11-12 23:54:27 -06:00
Areloch
92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching
This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Azaezel
ce2964d2d0 diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
2015-11-11 13:52:46 -06:00
Azaezel
f719731c52 fillin for fallbacks for filesystem funcs 2015-11-09 19:40:30 -06:00
Areloch
51b6469922 Merge pull request #1439 from Azaezel/initTextureSpace
ensures opengl texSpaceMat is initialized from the get-go
2015-11-09 10:55:10 -06:00
Azaezel
b1fccc848c corrects ghosted decal datablock lookup flaw 2015-11-07 09:04:47 -06:00
Azaezel
f4d40bf1b0 hooks meshroads up to the material system for castrays (at a minimum, sound playback) 2015-11-05 10:18:17 -06:00
Areloch
bc44aba31c Merge pull request #1428 from Azaezel/hashHorking
cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key.
2015-11-05 00:12:03 -06:00
Azaezel
b778121fc4 castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets. 2015-11-02 23:06:51 -06:00
Azaezel
1c23583fba world editor spline lerp display. advancedist controls size between steps. highlighted the tip of the arrows 2015-11-02 15:12:49 -06:00
Azaezel
aacbd5d2bc red to blue so you can easier tell which way the triangle is pointing at a glance 2015-11-02 14:57:26 -06:00
Azaezel
fd56496e61 recolor and rescale for path marker representations to make those easier toi distinguish and interact with 2015-11-02 14:24:50 -06:00
Areloch
165cdb64e9 Merge pull request #1322 from Areloch/String_isEmpty_Convert
Replace uses of dStrIsEmpty with new String::isEmpty
2015-10-31 23:40:13 -05:00
Areloch
db7363df12 Merge pull request #947 from eightyeight/trigger-inheritance
Make Trigger friendlier towards inheritance
2015-10-29 22:06:59 -05:00
rextimmy
27720cb786 Corrected SkyBox vertex format 2015-10-26 21:08:12 +10:00
Areloch
8253bcc343 Merge pull request #1446 from rextimmy/water_vertex_format_fix
Looks to work fine. Thanks!
2015-10-24 02:12:46 -05:00
rextimmy
9c6ff1775b Removed unused vertex colors from GFXWaterVertex 2015-10-22 21:54:35 +10:00
Areloch
4db84b34d0 Merge pull request #1418 from JeffProgrammer/gpushader4
Looks fine
2015-10-22 00:02:58 -05:00
rextimmy
af9ad17ad6 Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky. 2015-10-19 21:15:59 +10:00
rextimmy
246785a8bf Removed unused vertex formats from ScatterSky 2015-10-16 21:30:39 +10:00
Azaezel
dd3c20ece6 transcription error was messing with addProtectedField for arrays 2015-10-14 10:11:58 -05:00
Azaezel
2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Areloch
1f72245772 Some cleanup and adding in the necessary changes to cmake. 2015-10-13 15:50:30 -05:00
Areloch
7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems.
Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00
Azaezel
215ae1429e ensures opengl texSpaceMat is initialized from the get-go (whines in console otherwise) 2015-10-11 22:47:33 -05:00
Azaezel
ad5a7dfe0b The TypeCommand type brings up a full notepad-esque interface.
http://i.imgur.com/fB44GBl.png
2015-10-06 17:00:07 -05:00
Azaezel
691a08bb33 Backend correction for the rigid vs rigid collision resolver:
First line is to ensure similar behavior to current regarding pushback on the object doing the colliding.
Second line applies an impulse to the rigid that was collided with.
2015-10-06 15:34:26 -05:00
Azaezel
aa6d078c40 cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key.
(MacOSX 32 bit compatibilty errors. was generating 2k+ shader files. may also address  https://github.com/GarageGames/Torque3D/issues/1219)
2015-09-30 22:51:59 -05:00
irei1as
1733ecc315 Updated normalize()
It seems normalize() already changes the quaternion so the asignation is not needed.
2015-09-29 16:13:01 +02:00
Areloch
2044b2691e Merge pull request #1426 from Azaezel/KrazyKeyKompares
backend correction for https://github.com/GarageGames/Torque3D/pull/1425
2015-09-27 17:55:21 -05:00
Areloch
9f7513dc0b Further fixes to work around certain accelerators being missed, and additional command bleed-through. 2015-09-27 15:43:47 -05:00
Azaezel
f87f7c41b6 backend correction for https://github.com/GarageGames/Torque3D/pull/1425 2015-09-25 17:09:41 -05:00
rextimmy
f128b45170 Changed order of fmodex library unload. 2015-09-25 22:40:24 +10:00
irei1as
3630f97ab1 mQuat.h change to fix QuatF::angleBetween
The old version doesn't have that 2.0f in the return that seems to be needed.
Also added normalizing inside so it can be used for not-normalized quaternions too.
2015-09-22 19:37:42 +02:00
Jeff Hutchinson
4baf410b4f remove GL_EXT_gpu_shader4 2015-09-22 00:57:40 -04:00
Areloch
4c13906865 Corrects input issues when typing into text fields and it bleeding through to player inputs. 2015-09-21 00:14:16 -05:00
Francisco Montañés García
a35d788fcc Fix for Issue #1415Move::Move() is not properly initializing bool trigger[MaxTriggerKeys];
from https://github.com/GarageGames/Torque3D/issues/1415
2015-09-20 20:44:11 +02:00
Areloch
e8d1238794 Merge pull request #1411 from Azaezel/textEditReversion
void GuiTextEditCtrl::execConsoleCallback() reversion
2015-09-17 18:35:28 -05:00
Azaezel
27112c468a reversion for a4c09d1680
To be honest, can't remember how I was intending to fix that, but this one's causing it to fail to profile twice in a row, so kill it with fire.
2015-09-17 16:14:49 -05:00
Areloch
70c7a67456 Merge pull request #1409 from Azaezel/LinuxLongLoopiness
U32 MRandomLCG::randI() was using longs
2015-09-16 21:27:56 -05:00
Azaezel
1d442c9f84 void GuiTextEditCtrl::execConsoleCallback() reversion
see https://github.com/GarageGames/Torque3D/issues/1408
2015-09-16 12:55:27 -05:00