Commit graph

51 commits

Author SHA1 Message Date
AzaezelX
fab6b6d7c6 blend, don't add skylight, and take shadowmask into account for compute4lights. 2019-07-05 22:01:03 -05:00
AzaezelX
0d6e4e2bed shift ambient occlusion to the ibl terms only 2019-07-02 19:20:31 -05:00
Areloch
a1ecc98c87 Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
2019-06-30 23:04:16 -05:00
AzaezelX
857d8b8c81 missed a few conversions 2019-06-28 10:56:38 -05:00
AzaezelX
b44972859b nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box. 2019-06-28 10:21:50 -05:00
Areloch
e5bbd12d4b Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL
Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
2019-06-27 00:36:56 -05:00
Areloch
f1777016b8 GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
2019-06-17 02:30:45 -05:00
Areloch
226529fd1b Added ability to pass ints to post effect shader consts
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
2019-06-13 00:37:12 -05:00
Areloch
bb9e5ce313 WIP of shifting the skylight cubemap to be packed into the cubemap array 2019-06-05 01:04:47 -05:00
Areloch
ff871f37e3 Added refactor of Editor Settings window
Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
AzaezelX
66421dbca6 specifies floating point for a few entries some shader compilers were treating as int's 2019-05-26 17:19:27 -05:00
Brian Roberts
cf64cc4537 (did this before the core profile specification update so may be unnecessary): shift surface class method on out to a global with an inout to modify a passed one. 2019-05-24 19:07:50 -05:00
Areloch
f5bf70b584 Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
Areloch
741fcaed5a Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 2019-05-11 21:53:08 -05:00
Areloch
ad5f583893 Various fixes 2019-05-11 21:42:27 -05:00
Areloch
9ac9c13fea Updating BaseGame to work with PBR, and a PBR example module 2019-05-08 01:27:51 -05:00
Areloch
471254ac0c Merge branch 'GameObjectExamples' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:25:00 -05:00
Areloch
b4a744a366 Merge branch 'ExpandsComponents' of https://github.com/Areloch/Torque3D into development 2019-05-04 16:09:09 -05:00
Areloch
b759bde0c0
Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
Areloch
94feab1f8c
Merge pull request #2334 from Areloch/tweakedCoreDir
Cleanup and minor tweaks to the core dir structure.
2019-03-31 12:30:40 -05:00
Areloch
f04d4c03d9 Cleanup and minor tweaks to the core dir structure. 2019-03-04 22:07:55 -06:00
Areloch
f3e04751b6 Adds some in-progress gameObject recreation of various legacy game classes, such as PlayerObject, AIPlayerObject, Sound Emitter and Static Shape. 2019-03-04 21:44:00 -06:00
Areloch
dac8d6e1fd Updates to various components, added a few new ones. 2019-02-24 01:50:38 -06:00
Areloch
1c2f90a190 Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
Areloch
bfb0c48616 Moved VR module from core to a regular module, as not all games are necessarily going to use VR.
Also corrected some of the default posteffect settings for the levels.
2018-09-19 16:03:58 -05:00
Areloch
ee2ba2111f Module-ified core structure. 2018-09-02 03:53:13 -05:00
Areloch
bfc140a6fa Clear out old core structure before adding the new module-ified structure. 2018-09-02 03:50:31 -05:00
Areloch
be1ced71a4 Includes some renderbin declarations that are needed for AFX that got missed in the original PR. 2018-03-26 23:31:10 -05:00
Areloch
ffe9405568 Adds a convenience function to refresh the console dialog. 2018-03-17 14:37:07 -05:00
Areloch
5e56d8fdfa Merge branch 'LinuxCompatabilityFixes' of https://github.com/Bloodknight/Torque3D into development 2018-03-17 14:07:26 -05:00
Areloch
ac67ed8e1a
Merge pull request #2090 from Areloch/ConsoleLogFilters
Adds some filtering options to the console log gui
2018-03-16 23:41:00 -05:00
Marc Chapman
c7d9b3386a PostFX.hlsl 2018-02-11 17:12:34 +00:00
Marc Chapman
6a6981b956 ShaderModelAutoGen 2018-02-11 17:12:17 +00:00
Areloch
fd1537adec Added helper functions for managing Game Objects 2018-01-28 15:18:05 -06:00
Areloch
8eb442490a Updates to component classes -
Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00
Areloch
4341428d53 Asset Browser initial implementation - Asset updates.
Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Areloch
c74a7b1bc2 Fixes the inspector/component editor to display the components attached to an entity correctly in the inspector. 2017-12-03 01:21:30 -06:00
Areloch
339a883361 Changes the buttons to be a checkbox button, which is easier to identity as being activated or not compared to the stock togglebutton. 2017-11-15 18:52:41 -06:00
Areloch
df9deea1a8 Removes Entity/Component stuff from being behind an experimental flag. 2017-10-15 06:03:59 -05:00
Areloch
2b35d88e51 Adds some filtering options to the console log gui so you can specify if you wish to be able to see errors, warnings and regular messages. It also denotes how many errors and warnings are currently in the log. 2017-09-23 12:37:55 -05:00
Johxz
0174343544 noshape.dae should go inside core 2017-07-10 20:00:23 -05:00
Areloch
2c1183f5c1 * Intel GL Fix 2017-07-08 02:56:50 -05:00
Areloch
ebe541924f * Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-07-08 02:56:09 -05:00
Areloch
bc0680e630 * Removes Direct3D9 functionality. 2017-07-07 03:13:43 -05:00
Areloch
1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
Areloch
c74242309a Additional cleanup and add-in of files that were missed. 2017-03-27 00:36:23 -05:00
Areloch
ea595143e8 Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Areloch
3d97684fca Fixed up the GL side, and tweaked some shader pathing to not cause issues with the new common shader placement. 2017-03-05 01:19:21 -06:00
Areloch
e94287f1a2 Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch
6f09e8e3e7 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00