Areloch
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5facfe5b61
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Merge pull request #2326 from Areloch/colorblindnessVisualizers
Adds visualizers for various types of colorblindness
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2019-03-30 16:32:06 -05:00 |
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Areloch
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b445b74bb2
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Merge pull request #2325 from Areloch/fileDialogReturnBuffer
Moves the path return from fileDialog through the returnBuffer
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2019-03-30 16:31:44 -05:00 |
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Areloch
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9ae6a5bfa7
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Merge pull request #2320 from Areloch/setFieldHeight
Allows special inspectorFields to override their height
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2019-03-30 16:31:21 -05:00 |
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Areloch
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7756c4a762
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Merge pull request #2319 from Areloch/Scenes
Initial implementation of the Scene object
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2019-03-30 16:30:34 -05:00 |
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Areloch
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0f22f2b20a
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Merge pull request #2310 from Azaezel/vertColorCorrection
Vert color correction
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2019-03-30 16:30:01 -05:00 |
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Areloch
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18f4e3172e
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Merge pull request #2323 from Areloch/getFieldValueCrashfix
Sanity check for calling getFieldValue
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2019-03-30 16:07:53 -05:00 |
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Areloch
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a9707f09c3
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Merge pull request #2321 from Areloch/textApplyFocus
Updates TextEdit value when focus is lost.
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2019-03-30 16:07:18 -05:00 |
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Areloch
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40627afde8
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Merge pull request #2318 from Areloch/AssetModuleEchoTweak
Tweaks to the Asset/Module info echo behavior to spam the console less.
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2019-03-30 15:34:33 -05:00 |
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Areloch
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e7bfbe9133
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Merge pull request #2317 from Areloch/setSplitPoint
Adds ability to set the split point of a guiSplitContainer
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2019-03-30 15:33:57 -05:00 |
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Areloch
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669bfc24d8
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Merge pull request #2315 from Azaezel/wireFrameFix
corrects a parity flaw between wireframe and non wireframe box display
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2019-03-30 15:09:32 -05:00 |
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Areloch
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557ea101ec
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Update guiSplitContainer.cpp
Corrected typo.
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2019-03-30 14:40:58 -05:00 |
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Areloch
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33f8a75529
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Merge pull request #2281 from marauder2k7/OpenALDevBuildBranch
OpenALEffects
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2019-03-30 14:39:06 -05:00 |
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Azaezel
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27a97fd273
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remove struct ProbeData in favor of passing an ID along to various methods. one way to solve the 'halts for 30 seconds' compilation flaw, though can't escape the notion we're overlooking something specific to release mode, given it doesn't take nearly so long to compile the shader in debug...
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2019-03-29 15:23:52 -05:00 |
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OTHGMars
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d8bfe6073f
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Fixes a crash from importing shapes with unnamed bones.
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2019-03-29 04:02:41 -04:00 |
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OTHGMars
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7c2baf51d6
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Adds the aiProcess_FlipUVs flag setting.
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2019-03-29 03:57:36 -04:00 |
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Azaezel
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552d0e4f4b
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not even using this method
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2019-03-29 01:15:24 -05:00 |
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Azaezel
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a31c584687
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method sig cleanup
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2019-03-29 01:13:42 -05:00 |
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Azaezel
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0bc9d8023b
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typofix
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2019-03-29 00:55:42 -05:00 |
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Azaezel
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837348d92f
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-29 00:52:31 -05:00 |
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Areloch
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5a93bfd39b
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Merge pull request #42 from OTHGMars/Assimp_WIP
Node transform and vertex weight fixes.
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2019-03-28 14:25:34 -05:00 |
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OTHGMars
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71a5f9498b
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Fixes primitive assignment. AppMesh::primitives in this case is a purely collada/dts concept and is not indices or faces. Any mesh with more than 2^16 vertices should be split into multiple primitives to avoid indexing across a 16 bit boundary. Mesh division into primitives has not been implemented for assimp yet.
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2019-03-28 04:16:22 -04:00 |
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OTHGMars
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bc722a353d
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Fixes vertex weight assignments.
Adds upaxis override option to match collada importer.
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2019-03-27 12:46:43 -04:00 |
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Azaezel
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6f82b6c264
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properly determine probehits via sub-zero values form attenuation returns, skip out on blendings entirely when determining we're only applying 1 or fewer probes to a pixel. apply alpha subtraction in either case in keeping with the countdown notion.
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2019-03-27 10:25:09 -05:00 |
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Areloch
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29660ce58b
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Ongoing tweaks to shaders to puzzle out good blending behavior.
Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
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2019-03-27 00:50:24 -05:00 |
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Azaezel
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1d36cf05b0
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cleanups and perf: only need to subtract the alpha post-blending, not pre and post, contribution>1 shouldn't happen, so max(result,0) suffices, and no need for a for-all-probes-loop if we already know ya only got one probe hitting the pixel under examination.
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2019-03-26 12:41:20 -05:00 |
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Azaezel
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5703618dc0
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shift bbminmax to relative when sent to the gpu so folks can stick to realworld values
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2019-03-26 06:48:56 -05:00 |
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Azaezel
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903efc7cfd
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-26 01:06:59 -05:00 |
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Areloch
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e2b194182c
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Undid debug work, shifted logic over entirely to utilize the updateTexture methods. Refactored probe init'ing so they'll load correctly without nudging, properly sequestered skylights from the probe array and updated the shader to contain az's changes as well as skylight and probe array changes.
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2019-03-25 23:17:53 -05:00 |
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Azaezel
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fdb4c5c964
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-25 01:21:00 -05:00 |
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Areloch
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1627cbabe6
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ongoing WIP to sort out init'ing issues as well as correcting values so the probes actually correctly update data into the arrays
Additional sanity checks on the updateTexture calls added by timmy
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2019-03-25 00:06:08 -05:00 |
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Azaezel
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f01c41a899
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cleanups. don't really want to be multiplying the color itsself by contribution ammount
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2019-03-24 19:28:51 -05:00 |
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Azaezel
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2c1a786e23
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Revert "refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,"
This reverts commit 466914e97f.
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2019-03-24 18:53:02 -05:00 |
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Azaezel
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52e946405b
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do not need to account for blenFacSum for output. it's a straight overwrite of results.
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2019-03-24 18:41:02 -05:00 |
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Azaezel
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3af1129e75
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refactor: shift probe to probe blending logic itsself on out to it's own method to make thatg end easeier to deal with in isolation. (though does still depend on a bit of upstream calculation in the form of tracking how many probes hit a given pixel, and 'how hard' as it wetre from the attenuation calcs,
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2019-03-24 18:38:34 -05:00 |
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Azaezel
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de8b267780
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was improperly accounting for attenaution. needs a reversal for atten = 0 to be full unblended application fo a given projection.
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2019-03-24 18:38:25 -05:00 |
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Azaezel
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b935b7b19f
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from tim: no need for mip for the diffuse contribution. the prefilter handles that
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2019-03-24 18:38:14 -05:00 |
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Areloch
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26471aaa77
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WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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2019-03-24 18:18:44 -05:00 |
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OTHGMars
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2d795b2493
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Fixes indexing for vertex weights.
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2019-03-24 07:08:24 -04:00 |
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OTHGMars
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0be93d6cf5
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Implements ignore filter for assimp fbx dummy nodes.
Adds gltf binary to list of supported extensions.
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2019-03-24 06:25:38 -04:00 |
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OTHGMars
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1d073e0b09
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Changes ObjectOffset parameter name to prevent confusion/conflict with the base class member AppMesh::objectOffset.
Error checking for meshes that do not have stored normals.
Incorrect first attempt at vertex weights.
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2019-03-24 06:23:58 -04:00 |
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OTHGMars
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1a7e6699c9
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Adds conversion functions and changes implementation of getTransform().
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2019-03-24 06:18:20 -04:00 |
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Azaezel
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ba8948a5b1
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hook up attenuation value. todo: sort networkjing properly
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2019-03-21 23:47:01 -05:00 |
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Azaezel
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003c79132e
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simplification
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2019-03-20 08:38:48 -05:00 |
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Azaezel
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df6b7f3351
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put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.
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2019-03-20 07:38:14 -05:00 |
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Azaezel
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306bfb4718
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defineBoxSpaceInfluence drastically simplified. please hook probeattenuationvalue up to the proper probe inputs. also need to peg down exactly why we needed to feed a baseVal = 0.25 instead of a proper 1.0 unit to avoid the thing casting beyond the defined bounds.
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2019-03-19 11:28:52 -05:00 |
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Azaezel
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3aac1421cc
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getDistBoxToPoint max, not length nets us hard edges instea of drounded, float3 extents = probe.boxMax; isn't neded, can use unit space for that and put box min/max back to controlling the reflected boxe's scale. divnull safety
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2019-03-18 17:07:43 -05:00 |
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Azaezel
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04a6130df8
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sync correction
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2019-03-18 04:09:34 -05:00 |
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Azaezel
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c615d3e822
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git being a butt with language files. again.
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2019-03-18 03:41:44 -05:00 |
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Azaezel
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caf73ea84f
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Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts:
# Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl
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2019-03-18 00:18:49 -05:00 |
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Areloch
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2bf67f7fa5
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Corrections to make it use the correct transform, as well as passing along the scale as our extents in the bbMax.
Adjusts the box influence logic to try the bsf method.
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2019-03-18 00:14:06 -05:00 |
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