GL layer was missing _captureBackBuffer() implementation which caused screenShot() function to fail. Also caused ScreenShot::capture() to be called every frame afterward which caused significant performance issues.
kills off code folks haven't been using for years now, as well as a clamp to force the color into a 0-1 range. (hdr relies on >1.0 values for it's blur effect to populate)
while shifitng loop in _initSamplerNames to use sgMaxTerrainMaterialsPerPass. if folks absolutely require thier projects to contain terrain macromaps, they can unrem
FEATUREMGR->registerFeature( MFT_TerrainMacroMap, new NamedFeatureGLSL("TerrainMacroMap Deprecated")); // new TerrainMacroMapFeatGLSL);
//samplerNames.push_back("$macrolayerTex");
and
//samplerNames.push_back(avar("$macroMap%d", i));
as well as turn sgMaxTerrainMaterialsPerPass down to 2 entries on a given terrain subchunk before it requires another rerender of the terrain blended in with prior passes.
1) fadescale- allows an enduser to reduce drawdistance for groundcover via $pref::GroundCover::fadeScale
2) adds minslope, conformtonormal, and min/max rotations along the x and y axies
1- corrects onleavetrigger for deletions
2-adds a testObjects to trip onenter when creating or moving a trigger itself so that that will list objects already there as opposed to only going off when something moves into it
Updated the github links to point to this repo
moved pull request guidelines, rules, version policy
changed irc link to discord, updated forums link and remove dead uservoice link
in the options menu so that it properly reflects what's active/selected for restart, and more importantly saves the pref.
Important Note:
down the line we'd discussed treating options similar to the key remap system where it'd be a map of
opt[varname]=varstate;
validate we aren't either empty or using the reserved empty string before we release the pointed to value (as a note, the latter at least shouldn't have been required, but might as well be paranoid about it)
Changed originalImportingAssets to originalImportingFiles in the AssetImporter for naming clarity
Made autoImportFile properly return the assetId that was made
Additional logging in the AssetImporter
Adjusted the asset registration logic to support reimports, which merely refreshes the assetID
Added logic to shape asset importing to be able to import in an existing companion constructor cs file
Tweaked the TSStatic setShapeName logic so it will properly set fields depending on if the assetID was correctly set, or if we have the noShape fallback in use