Commit graph

170 commits

Author SHA1 Message Date
AzaezelX
39c914101d fix emissive 2021-02-14 18:47:42 -06:00
AzaezelX
1f518499c9 typofix 2021-01-27 13:28:12 -06:00
AzaezelX
dee5b46169 re-fix file exclusivity, readd callonmodules variable extension
new method loadAssetsByType(%assetType)
2021-01-27 00:45:49 -06:00
AzaezelX
e3933f7769 augment datablock file handling to include references with no suffixes 2021-01-24 02:43:21 -06:00
Lukas Aldershaab
9ccaa6d3ea Improve handling of non-default script filenames 2021-01-19 21:32:31 +01:00
Lukas Aldershaab
099dd4f1f3 Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
Brian Roberts
2cf11fe199
Update module.cs
cleanup
2021-01-08 00:09:37 -06:00
AzaezelX
5bd9459da2 add parameter handling to callonmodule callbacks.
IMPORTANT NOTE: cannot handle "" entries.
2021-01-07 20:11:44 -06:00
Brian Roberts
27641b16ca
Merge pull request #424 from lukaspj/feature/new-terrain-blending
Height based terrain texture blending
2021-01-04 05:36:50 -06:00
Lukas Aldershaab
88bdb594aa Set default terrain texture format 2021-01-04 10:26:08 +01:00
Lukas Aldershaab
60a10f4334 Add global blendDepth slider and update default blendDepth for mats 2021-01-03 01:26:19 +01:00
Lukas Aldershaab
db496fa0c4 Make terrain texture settings global, add dialog to painter 2021-01-03 00:50:42 +01:00
Lukas Aldershaab
6f23dd191d Update core shader libraries to support texture arrays 2021-01-02 03:19:51 +01:00
Brian Roberts
578846ab6f
Merge pull request #428 from Areloch/ConsolidatedTerrainCreation
Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
2020-12-29 01:29:34 -06:00
Areloch
f7ce1efd62 Consolidates and standardizes terrain creation between the editor, asset browser and creator panel
Also shifts terrain data importing into the new terrain asset window instead of separate in the File menu
Also removes redundant loadMaterials call that caused duplicates in the Terrain Painter material list
2020-12-28 23:43:56 -06:00
Areloch
baeabb4a51
Merge pull request #413 from Azaezel/alpha40_ServerAssetValidator
add validation flagging for server objects
2020-12-28 00:14:46 -06:00
Areloch
3821ddd15a Merge branch 'GroundPlaneAssetify' of https://github.com/Areloch/Torque3D into Preview4_0 2020-12-18 14:12:54 -06:00
AzaezelX
6408297eb9 add validation flagging for server objects
sets up a generic `ServerAssetValidator` PersistenceManager onServerCreated and saves anything marked dirty after processing. demonstrates looking that up and setting something dirty via shapebase::preload asset tagging
2020-12-16 21:31:54 -06:00
Areloch
334cd1d205 Adds function to better report active device type from GFXDevice
Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
Areloch
d25e9d64dc Fixes logic that checks if a postFX was enabled so the PostFX Editor works properly
Corrected the enabled variable hook-in for the SSAOPostFX
2020-12-07 00:00:53 -06:00
AzaezelX
1e107ceb94 Merge branch 'Preview4_0' into alpha40_lightreview
# Conflicts:
#	Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl
2020-11-16 04:23:00 -06:00
AzaezelX
70358d0dbc yet more PostEffect::isEnabled -> enabled that somehow slipped through the search filter 2020-11-15 21:36:11 +01:00
AzaezelX
6ee6d7c717 Field PostEffect::isEnabled -> enabled followup 2020-11-15 21:35:51 +01:00
AzaezelX
39574e7fee clamp factor entriely for getXXXLight calcs, and take metalness into account for reducing direct light diffusion imact (while this seems to make it match the tooling, I can't say I've seen this exact approach used, so might want to re-review the methodology) 2020-11-13 15:24:12 -06:00
AzaezelX
c0b6007b9f undefined preprocessors on some machines eval to true. given this is purely a bool anyway, might as well stick to ifdef 2020-11-13 15:19:50 -06:00
AzaezelX
2d18d5b280 clamp borghtpass filter return values to smooth out bloom 2020-11-13 15:18:20 -06:00
Brian Roberts
f5f0eb2bb4
Merge pull request #378 from Azaezel/alpha40MacCompilePreprocessor
shader preprocessor fixes
2020-11-11 12:20:33 -06:00
AzaezelX
d76a76a1c4 shader preprocessor fixes
some hardware/apis do not evalueate 'not defined' as '0', so always ensure there's *some* value when doing macro value comparisons
2020-11-10 13:57:26 -06:00
AzaezelX
eb365fc866 be sure to executte defaults prior to clientprefs to ensure nothing gets missed 2020-11-04 16:31:17 -06:00
Brian Roberts
e3b8c7b001
Merge pull request #373 from Azaezel/alpha40_HDRfixes
get gl side HDR compiling, attempt clamp to keep bloom in range
2020-11-03 21:28:19 -06:00
Areloch
388a700a53 Implements material asset handling for GroundPlane object
Adds handling for finding material asset akin to shape and image assets
Updates the material asset inspector field to follow the current standard
Updates prototyping material assets to correctly have materialDefinitionName assigned
Fixed material asset import step to properly assign materialDefinitionName
Fixed typo in material editor icon name
Added logic to editAsset function call so it can also parse assetIds
Changed DefaultEditorLevel to utilize FloorGray material
Adds proper NoMaterial asset for fallback purposes
2020-11-01 23:32:34 -06:00
AzaezelX
be8988b1a3 remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues 2020-11-01 20:19:49 -06:00
Areloch
9ca276fef0 Misc fixes to ensure that the default postFX save, load and editing process is valid
Also fixes it so if a level asset doesn't point to a valid postfx preset file, it'll generate a clean one on save
2020-11-01 15:39:30 -06:00
AzaezelX
5be1b77791 get gl side HDR compiling, attempt clamp to keep bloom in range 2020-10-30 00:15:08 -05:00
Areloch
6a3603c737 Overhauls the handling of probes to utilize an active probe list to improve performance and allow a greater total number of active probes in a scene.
Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
2020-10-19 00:53:09 -05:00
AzaezelX
93e00a8242 clip ./ when doing pattern matching 2020-10-12 02:32:16 -05:00
AzaezelX
e8ca1a6705 postfFx to postFX dir listing fixes 2020-10-09 12:56:38 -05:00
AzaezelX
4a11b0dea3 underwater fog fix 2020-10-09 12:42:43 -05:00
AzaezelX
4c982a4b29 fix gl compilation 2020-10-08 21:38:43 -05:00
AzaezelX
09f9b5351c replicate exec signatures for queueExec 2020-10-05 15:19:04 -05:00
Lukas Aldershaab
b6d7fdd7bd Fix paths in caustics shader 2020-10-05 00:51:06 +02:00
AzaezelX
a0d3f27c1a gl needs OUT_col filled out to return anything 2020-10-03 12:30:21 -05:00
AzaezelX
0c7811bd1a shift pbrconfig to ORM 2020-09-30 13:51:12 -05:00
AzaezelX
e93fc3ab7c shift pbrconfig to ORM in keeping with the prepoderance of industry standards
having spoken with several endusers, artists and reviewing toolchains and augments to the systems in place, we'll be shifting the smooth|ao|metalness pbrconfigmaps on over to ao|roughness|metalness maps
first up, proper brdfTexture
2020-09-30 13:44:42 -05:00
Areloch
4a8273b824 Implements new shape fadeout and lighting fade/max lights/shadows pref options into the options menu 2020-09-24 22:49:05 -05:00
Areloch
26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
Areloch
a8177885e2 Fixes the glowBlur shader paths 2020-09-11 13:36:27 -05:00
Areloch
3c0c106051 Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene
Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
2020-09-11 02:28:15 -05:00
Areloch
8824ee9a2a Added autosave logic to the world editor. Via a schedule, it will autosave to tool/autosave to create a backup of the current dirty scene
Fixed RMB menu on multi select objects in the Scene Tree so it will properly display the full list of actions
Fixed up several spots of editor settings fields being incorrect copy-pastes
Integrated AssetBrowser tool into the standard initSettings hook-through for proper default settings integration
Added Editor Theme settings to the default value init'ing of the World Editor
Shifted exec of editor settings default values as part of the initial editor load to ensure that if the settings.xml is deleted, theme info reverts back to the default
Integrated Convex Editor's settings into new EditorSettings window system
Added several missing World Editor settings to Editor Settings Window
2020-08-30 04:59:26 -05:00
Areloch
ae70cccfde Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager
Remove deprecated references to dynamicShadowMap in light materials
Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on
Added GLSL version of Viz_SurfaceProperties so it works on both APIs
2020-08-28 01:57:06 -05:00