Commit graph

75 commits

Author SHA1 Message Date
Areloch
6fe0b1789d Adds some example components, game objects and the tools and scripts to utilize them. 2016-05-15 16:24:47 -05:00
Azaezel
8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00
Areloch
cb22357eb2 Merge pull request #1461 from Azaezel/textureLinearization
Diffuse/albedo texture linearization
2016-02-16 01:23:16 -06:00
Areloch
98b3d3294d Merge of PR #855 2016-02-16 00:23:02 -06:00
Areloch
a90eb9762b Re-submission of the Volumetric Fog PR, with cleanup. 2015-12-01 00:10:13 -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
b778121fc4 castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets. 2015-11-02 23:06:51 -06:00
Daniel Buckmaster
8615bbf007 Merge pull request #1373 from eightyeight/ribbon-builders
Ribbons in the editors
2015-07-26 20:21:52 +10:00
Daniel Buckmaster
8030c75acf Put ribbons in the FX category so they can be created from the editor. 2015-07-25 11:50:47 +10:00
Daniel Buckmaster
016e0348c9 Fix NaNs in Collada files. 2015-07-23 17:20:29 +10:00
Daniel Buckmaster
39f0e269d6 Merge pull request #1328 from GarageGames/release-3.7
Release 3.7
2015-06-24 19:00:57 +10:00
Areloch
83dddb3cb6 Merge pull request #1129 from Azaezel/retread
revised road top texture
2015-05-27 23:44:12 -05:00
Daniel Buckmaster
587afaac4f Case-sensitive filenames for Linux. See #1287. 2015-05-16 22:37:58 +10:00
Daniel Buckmaster
014b566014 Merge remote-tracking branch 'gg/development-3.6' into development
Conflicts:
	Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Azaezel
9571ad7e83 revised road top texture
texture mentioned in https://github.com/GarageGames/Torque3D/issues/1127
2015-01-25 18:06:22 -06:00
LuisAntonRebollo
5e4a0fbaa1 Merge pull request #1005 from BeamNG/revert_terrain_opengl
Revert terrain opengl
2014-12-10 00:08:35 +01:00
Daniel Buckmaster
9622f93d05 Fix weapon image camera shake. 2014-12-07 20:59:17 +11:00
LuisAntonRebollo
c20f29c672 Merge pull request #1003 from Lopuska/ribbon_opengl
Ribbon port for opengl
2014-12-05 22:58:38 +01:00
Anis A. Hireche
d16a236937 ribbon_opengl 2014-12-03 22:19:02 +01:00
LuisAntonRebollo
7962eef7dd Revert - Merge pull request #962 Fix OpenGL new terrain blend
from BeamNG/fix_opengl_new_terrain_blend (reverted from commit a0d5dc25cd)
2014-12-03 21:54:57 +01:00
LuisAntonRebollo
ff83e8c209 Merge remote-tracking branch 'GG-Github/development' into fix_opengl_new_terrain_blend 2014-11-30 04:47:38 +01:00
Azaezel
911aaddf7d firstPersonShadows:
follows up on 88bb577c82 (diff-b8335f02a980665dd7dc953db7a637ca) from way back when, and adds the script to turn on first person showing player shadows
2014-11-28 01:51:46 -06:00
Anis A. Hireche
18213a7fa9 missing some file 2014-11-27 20:56:25 +01:00
Anis
09b6a06bbc wrong merge fix 2014-11-27 20:56:24 +01:00
Anis A. Hireche
a954daa43f terrain_blending_opengl_port_from_lukas_code 2014-11-27 20:56:23 +01:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00
Azaezel
5d5e878129 dynamic cubemap support for tsStatics
engine: implements the capacity for tsstatic objects to allow themselves to use the reflector system in order to display runtime generated cubemaps.
script: defines a calibrated reflectordesc that reflects all object types within the space of approximately half stock veiwdistance
usage: cubeReflectorDesc = DefaultCubeDesc placed in a given object-insatnces entry that uses a material with a dynamiccubemap = true; flag.
immediate purpose: consistency of application of materials.
long term impact: tags steps required in order to associate a given runtime generated cubemap with an object-instance. in the future, this is likely to give way to an area-derived cubemap based on the accumulation volume tech developed by Andrew Mac, or a screenspace reflection.
2014-10-23 20:48:58 -05:00
unkown
c527313284 Fixed a crash when ribbons are loaded 2014-10-20 21:09:41 -06:00
Daniel Buckmaster
a8d9f6c499 Fixed Full template art a bit.
Player can now swim properly, and the physical zone elevator is a bit
more helpful (i.e. it sends you to the landing rather than leaving you
floating in midair). Fiddled some more with PostFX settings.
2014-10-06 12:58:32 +11:00
Daniel Buckmaster
e5bc07010c Fixed minor issues with Outpost level.
* Black spots caused by wrongly named images.
 * HDR settings tweaked to be a bit brighter.
2014-10-04 20:30:27 +10:00
Daniel Buckmaster
5103ba22e2 Merge pull request #807 from eightyeight/az_outpost
Added Outpost testing level by Azaezel
2014-10-03 09:34:30 +10:00
Daniel Buckmaster
599ad823b0 Added Outpost testing level by Azaezel. 2014-10-02 10:51:39 +10:00
Daniel Buckmaster
0a9b393e23 Merge pull request #775 from Azaezel/soldier_triggers
player triggers.
2014-10-02 10:22:34 +10:00
Daniel Buckmaster
2a9e6ef5e6 Renamed default ribbon datablocks. 2014-09-24 08:27:03 +10:00
LukasPJ
35f88a77b1 Script integration for Ribbons 2014-09-23 15:44:55 +02:00
Azaezel
9318f8faf3 player triggers. these are what determine the timing ffor when footprint decals and a sound are played based on material configurations during a given animation. 2014-09-05 23:10:08 -05:00
Azaezel
ae55b5f552 Adds material definitions for groundcover referencing. 2014-09-01 19:39:29 -05:00
Azaezel
10abee5e67 Fix for issue #660 with stated preferred decal. (The more complex example of the two possible.) 2014-05-19 10:18:46 -05:00
Azaezel
3fe7e55c38 assigns a texture to the player's LightPuff particle. assigns colorization and sound to stock terrain materials. for full reproduction verification, you'll find some soldier_riged.cs addTrigger entries at: http://www.garagegames.com/community/forums/viewthread/134669 (still haven't had time to revisit that and snag good looking times, but this'll leave just that for someone to knock out.) 2013-10-03 05:03:21 -05:00
thecelloman
d3d11e0a6c Remove unused and duplicate sounds. 2013-04-11 15:37:40 -04:00
SilentMike
b1a2140e61 Merge pull request #323 from thecelloman/fixteleportflash
Use correct dragCoefficient value in TeleportFlash
2013-04-09 11:00:14 -07:00
SilentMike
5fc1316869 Merge pull request #322 from thecelloman/fixcustomprofiles
Correct customProfiles.cs execution.
2013-04-09 10:40:33 -07:00
thecelloman
bc9ec2fad3 Use correct dragCoefficient value in TeleportFlash 2013-04-09 06:24:19 -04:00
thecelloman
67de30b0e1 Correct customProfiles.cs execution.
This removes a duplicate and erroneous attempt to load the customProfiles.cs script.  Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs
2013-04-09 06:01:53 -04:00
thecelloman
1a87d56116 Clean up the cheetah's onLoad() TSShapeConstructor script
This prevents some console spam due to erroneous node removal requests.
2013-04-09 05:32:05 -04:00
SilentMike
028142428e Merge pull request #315 from thecelloman/edbuttons
Add buttons to the MainMenu to access the Editors.
2013-04-08 13:52:26 -07:00
thecelloman
73a55c53a4 Add buttons to the MainMenu to access the Editors. 2013-04-08 16:48:14 -04:00
SilentMike
0d9d321ec8 Merge pull request #314 from thecelloman/terrainfxmat
Add missing terrain related materials.
2013-04-08 10:42:02 -07:00
thecelloman
88b75a1847 Add missing terrain related materials.
This prevents the "cannot find material X" messages in the console.  These psuedo materials are what enables footstep sounds and footpuffs on terrain materials.
2013-04-08 13:30:03 -04:00
thecelloman
684dec4a12 Add and remove relevant file execs for the new weapon fx usage in previous commit, pull request #312 2013-04-08 12:40:46 -04:00