AzaezelX
46b912a481
ssao typofix
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hat tip: steve_yorkshire- https://discord.com/channels/358091480004558848/783127087820439582/1485316295888077020
2026-03-22 11:47:20 -05:00
AzaezelX
001468cb5e
tone down overcorrection
2026-03-02 17:08:12 -06:00
AzaezelX
cf294ad121
selfshadowing corrections
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best to stick to the order of the X<dot>Y tags
use PI, not 1/PI to avoid "normal flipping"
2026-03-02 08:52:47 -06:00
AzaezelX
aacb41ce0b
adress https://github.com/TorqueGameEngines/Torque3D/issues/1663
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by ensureing if the players is a camrea, then %conection.camera knows it's the same thing
2026-01-21 12:16:12 -06:00
AzaezelX
15f619c1aa
GameBaseData::onNewDataBlock reload state
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if live editing a datablock for an object you're piloting, reapply the control post onadd
2026-01-19 12:00:10 -06:00
Brian Roberts
1f5a4267ac
Merge pull request #1630 from Azaezel/alpha41/particleGlowAlpha
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Linux Build / ${{matrix.config.name}} (map[build_type:Release cc:gcc cxx:g++ generator:Ninja name:Ubuntu Latest GCC]) (push) Waiting to run
MacOSX Build / ${{matrix.config.name}} (map[build_type:Release cc:clang cxx:clang++ generator:Ninja name:MacOSX Latest Clang]) (push) Waiting to run
Windows Build / ${{matrix.config.name}} (map[build_type:Release cc:cl cxx:cl environment_script:C:/Program Files (x86)/Microsoft Visual Studio/2022/Enterprise/VC/Auxiliary/Build/vcvars64.bat generator:Visual Studio 17 2022 name:Windows Latest MSVC]) (push) Waiting to run
particle alpha influence on glow
2025-12-20 20:45:08 -06:00
AzaezelX
e83849f6a0
particle alpha inflkuence on glow
2025-12-20 20:43:03 -06:00
AzaezelX
7f6be769c0
fix ignorelighting getting stomped into 0
2025-12-18 18:55:47 -06:00
Sir-Skurpsalot
d8db0859d4
Merge branch 'TorqueGameEngines:development' into Skurpz/UI-Module-Fixes
2025-12-18 00:05:17 -07:00
AzaezelX
d8618be499
hdr format caching sidesteps reinitialization
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we never actually turn hdr off. so drop a few assumptions about it starting in the disabled state
fix HDRPostFX::minLuminace
2025-12-17 18:22:26 -06:00
Brian Roberts
9d4bfec4d1
Merge pull request #1619 from Azaezel/alpha41/translucentOpacity2
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Linux Build / ${{matrix.config.name}} (map[build_type:Release cc:gcc cxx:g++ generator:Ninja name:Ubuntu Latest GCC]) (push) Waiting to run
MacOSX Build / ${{matrix.config.name}} (map[build_type:Release cc:clang cxx:clang++ generator:Ninja name:MacOSX Latest Clang]) (push) Waiting to run
Windows Build / ${{matrix.config.name}} (map[build_type:Release cc:cl cxx:cl environment_script:C:/Program Files (x86)/Microsoft Visual Studio/2022/Enterprise/VC/Auxiliary/Build/vcvars64.bat generator:Visual Studio 17 2022 name:Windows Latest MSVC]) (push) Waiting to run
simplified translucent opacity nudging
2025-12-16 16:14:25 -06:00
AzaezelX
8d0fde4d1c
simplified translucent opacity nudging
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the basic articulable principle is the thicker and less translucent a given object is, the more it mimics standard solid objects. the more transparent, the less light bounces back since it continues on uninterrupted, casuing less backscatter.
2025-12-16 15:46:37 -06:00
AzaezelX
ec34e1a984
fresnel corrections for prior exploratory pr
2025-12-15 14:33:47 -06:00
Brian Roberts
854bea3246
Revert "take ibl amount into account for translucent opacity"
2025-12-15 13:53:31 -06:00
AzaezelX
681caf9392
brdf calc fixes from mar, rake roughness into account for translucent reflections
2025-12-14 15:33:30 -06:00
AzaezelX
5893355d0a
simplify calcs, account for roughness for better defered vs translucent pairing outcomes when fed textures
2025-12-14 14:01:48 -06:00
AzaezelX
f00b1d955f
revisions to ensure high saturation reflections overtake albedo
2025-12-14 12:40:19 -06:00
AzaezelX
2199fb6881
use a nonlinear reflectionopacity curve, and the greater of metalness or reflectionopacity for ibl overtaking albedo
2025-12-14 02:29:31 -06:00
AzaezelX
fad8e12667
take ibl amount into account for translucent opacity
2025-12-13 20:52:36 -06:00
Sir-Skurpsalot
b245368fa0
Update client.tscript
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moved prefs stuff below moduleExec()
2025-12-12 21:05:51 -07:00
Sir-Skurpsalot
5307a09075
Update input.tscript
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moved addKeyRemap() to remapDlg.tscript in the UI Module, since the function is useless without the UI module anyway
2025-12-12 20:55:03 -07:00
Sir-Skurpsalot
7b81f5de44
Update client.tscript
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Added execution of keybinds script, if generated by UI module
2025-12-12 20:08:58 -07:00
AzaezelX
f57bc015a9
set default hdr postfx keyvalue to baseline
2025-12-10 16:29:09 -06:00
AzaezelX
727cf6de6b
eyePosWorld usage cleanups
2025-12-02 23:25:05 -06:00
AzaezelX
cce40efd35
fix particle glow
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multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
2025-11-13 14:29:25 -06:00
Brian Roberts
50815c1a5a
Merge pull request #1550 from Azaezel/alpha41/clarifyCommand
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clarify input value for some utility commands
2025-09-13 21:14:54 -05:00
AzaezelX
258237889f
clarify input value for the makeTerrainMapsFrom and getImageFileName utility commands
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it uses the "module:name" of the image. not the simid number
2025-09-13 21:13:53 -05:00
Areloch
d7d64fdd9f
Merge pull request #1548 from Azaezel/alpha41/eventManagerSafeties
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reformulation of subscriber message consumer
2025-09-12 00:46:56 -05:00
AzaezelX
6389b32f9b
reformulation of subscriber message consumer
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add extra safeties to subscriber message recipts
and just for good measure, don't bother listening for an event that will never be triggered
2025-09-11 22:28:44 -05:00
AzaezelX
1fd55fe23a
lock in spawnLocation at client controllable creation
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ensure the initial position of the controller object starts at spawnLocation's position rather than relying solely on settransform to ensure at no point would a controllable touch an origin subscene unintentionally
2025-09-08 16:19:57 -05:00
AzaezelX
00ee42e2a8
fix directx rendertarget crash
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asset brower previews were asserting due to a cornercase rt assignment
also ditch mipgen for rts targetting a texture profile that's marked as nomip, and adjust hdr uopsampling shader to compensate for overdarks
2025-08-11 23:21:20 -05:00
Brian Roberts
638e819f2d
Merge pull request #1533 from Azaezel/alpha41/connectionCleanups
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clean up spawn chain
2025-08-11 09:19:13 -05:00
AzaezelX
73abc69a82
typofix
2025-08-09 22:22:34 -05:00
AzaezelX
26ea1b60fc
ensure controlling client object is removed post onClienLeaveGame so each controllable object module doesn't have to remmber to do so
2025-08-09 19:54:51 -05:00
AzaezelX
229cc9709e
postSpawnComplete listener cleanup
2025-08-09 19:35:06 -05:00
AzaezelX
2be21425df
clean up spawn chain
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ensure among other things that we're only subscribed to the completion or failed events for a given loading stage once all of them have checked in
also for callonobjectlist, see what module::callback method in particular is being itterated through for that stages batch when debugging
2025-08-09 12:54:29 -05:00
AzaezelX
ff3188daee
typofix
2025-08-05 14:50:30 -05:00
AzaezelX
06e82ddc81
preliminary gl conversion
2025-08-05 10:21:27 -05:00
AzaezelX
958e0d5127
correct for mip weighting
2025-08-04 18:16:13 -05:00
AzaezelX
cacd8a6064
mipwork, laregly courtesy of @mmarauder2k9-torque
2025-08-03 20:25:31 -05:00
Brian Roberts
a43458677a
Merge pull request #1481 from Areloch/MiscFixes_20250525
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Misc Fixes and improvements including updated autosave handling
2025-05-27 08:03:08 -05:00
JeffR
bb7ee38bf4
- Reimplements autosave logic to handle levels, subscenes and terrains in a more consistent, reliable way.
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- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves
- Adds reparent out-of-bounds objects button to SceneGroup inspector
- Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself
- Fixes asset importer handling of animFPS field to be the correct type
- Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration
- Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset
- Add standard/default preload function def to forestItem
- Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right
- Adds setGlobalCenter utility function
- Adds ability to set guiInputCtrl active state
- Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse
- Add empty element sanity check to appMesh loader
- Add callback for GameBase when game is created
- Add default graphics options config for steamdeck
- Fix typo in assetImportConfig default
- Filters SceneGroup utility buttons in inspector to only show for relevent class types
2025-05-25 07:40:10 -05:00
marauder2k7
183d8e904f
Update core.tscript
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returns the ability to compile all scripts and gui files
2025-05-18 16:03:48 +01:00
marauder2k7
e1c01cd49a
Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3
2025-05-12 14:45:41 +01:00
AzaezelX
618ddbc9ba
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
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# Conflicts:
# Engine/source/T3D/player.cpp
2025-04-28 14:28:54 -05:00
Brian Roberts
2ac15f74f2
Merge pull request #1443 from Azaezel/alpha41/controlModel
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add a controlmap entry
2025-04-28 10:50:02 -05:00
AzaezelX
2ae10c7ce1
add reload status to onNewDataBlock callback
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and skip calling onremove/onadd if we're not reloading
2025-04-27 19:49:13 -05:00
AzaezelX
b643aa41a2
take flight floor and ceiling into account for yaw too
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ditch roll compensation as it was causing more problems than it was solving
2025-04-26 21:04:06 -05:00
AzaezelX
20976b485c
Merge branch 'development' of https://github.com/TorqueGameEngines/Torque3D into aiSubsystem
2025-04-26 10:11:13 -05:00
JeffR
7b7de1f10f
Adjusts the handling of the disconnect call to not utilize package overrides, but instead a callOnModules invoke like most other cross-module calls.
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This allows the editor to issue a disconnect call properly again.
2025-04-22 18:20:12 -05:00