Commit graph

590 commits

Author SHA1 Message Date
Azaezel
ae55b5f552 Adds material definitions for groundcover referencing. 2014-09-01 19:39:29 -05:00
Daniel Buckmaster
5a430af051 Merge remote-tracking branch 'gg/development' into gtest-tests 2014-08-30 17:51:41 +10:00
Lukas Joergensen
53f241974b Doing a hard compare instead of using step for blending factors 2014-08-25 21:08:39 +02:00
J0linar
83c8274952 -added Vignette PostFx
-added vignette to the Full and Empty Template
-added vignette to the PostEffect Manager
-added vignette Shader and .cs File
2014-08-20 06:22:10 +02:00
Daniel Buckmaster
76b2e4e975 Fixed template scripts. 2014-08-16 11:52:50 +10:00
Daniel Buckmaster
346ad5bdaa Finished up splash screen implementation.
* Added stub methods for non-Windows platforms
 * Move canvas show to after tools have loaded
 * Fix a tab
2014-08-16 11:28:53 +10:00
Lukas Joergensen
981b37e548 Re-enable MixedParticleRendering 2014-08-08 00:34:32 +02:00
Areloch
0878f005c0 Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.

This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Daniel Buckmaster
85a0c1c59f Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00
Daniel Buckmaster
e5bb218377 Turns out we don't actually need a Canvas! Cool. 2014-07-17 13:24:04 +02:00
Areloch
c2da67d473 Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads. 2014-07-15 17:44:19 -05:00
Daniel Buckmaster
b7c720d01d Reverted #540 2014-07-14 15:13:30 +02:00
LuisAntonRebollo
e09a09005d Merge pull request #706 from eightyeight/add-gtest
Add Google test library
2014-07-12 12:53:57 +02:00
Azaezel
4b3ede6674 explicit downcasting for some halfs 2014-07-09 18:07:23 -05:00
Azaezel
d6cc399813 col is a float4, LUMINANCE_VECTOR a float3. results seemed cleaner this end doing a dot of the rgb than padding the lum 2014-07-09 18:06:31 -05:00
Daniel Buckmaster
2248c90d52 Default mainfiles to run unit tests. 2014-07-08 18:55:37 +02:00
Daniel Buckmaster
195e05dcfb Merge pull request #650 from Azaezel/ejectionOffsetVariance_defaults
Ejection offset variance defaults
2014-07-08 14:16:05 +02:00
Daniel Buckmaster
cf5d48e6ef Merge pull request #665 from andr3wmac/multiformat
Support for large lists of shape formats.
2014-07-08 14:14:54 +02:00
rextimmy
3c56bf3a56 Fix to allow parallax mapping with dxtnm textures via the red channel. 2014-07-03 17:56:47 +10:00
LuisAntonRebollo
a90be04041 Merge pull request #687 from eightyeight/procedural-terrain-coverage
Add coverage option to procedural terrain generator
2014-06-15 11:31:40 +02:00
Azaezel
c514841ebb Binds the full metrics display to CTRL+F2 while in-game. Escape Closes. 2014-06-11 03:09:41 -05:00
rextimmy
709bd99ed4 Vehicle gamepad fix for full template. 2014-06-10 09:06:21 +10:00
Daniel Buckmaster
05e6fbf3d6 Merge remote-tracking branch 'JackDavidson/master' into procedural-terrain-coverage 2014-06-09 21:43:57 +10:00
Daniel Buckmaster
849e8efeae Merge pull request #661 from Azaezel/grenade_decal
Grenade decal
2014-05-26 11:57:18 +10:00
Thomas Fischer
2434a82b67 Merge pull request #609 from BeamNG/templates_case_sensitive
Case-sensitive fixes on template script files for Linux.
2014-05-23 08:05:14 +02:00
Thomas Fischer
a665ac5d2b Merge pull request #610 from BeamNG/templates_glsl_files
Changes to Templates GLSL files for OpenGL
2014-05-23 07:56:55 +02:00
Andrew Mac
eb74525a38 Added support for large lists of shape formats. Needed for assimp. 2014-05-21 14:50:44 -03:00
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
894d4f6d36 editor default and retrieval values for particle emitter ejectionOffsetVariance (sets the sliderbars and text from memory when reloading an emitter DB) 2014-05-13 21:38:49 -05:00
JackDavidson
060b2a4e29 Commit to add "Coverage" option to procedural terrain generator
This commit adds a "Coverage" option to the procedural terrain
generator. Allows mixing of textures. See
http://www.garagegames.com/community/blogs/view/22371 for more info.
This version has many improvements - coverage is now entered as a
percentage, accepts decimals, and doesn't have any bugs as far as I
know.
2014-05-04 22:17:24 -07:00
LuisAntonRebollo
f12d8807a8 Add sampler names to ShaderData declarations necesary for OpenGL.
ShaderData changes:
* OGLVertexShaderFile/OGLPixelShaderFile not used in DX9.
* samplerNames[?] not used in DX9.
2014-04-17 11:30:54 +02:00
LuisAntonRebollo
6aea37b407 Changes to GLSL files for OpenGL 2014-04-13 19:55:45 +02:00
LuisAntonRebollo
a8462b7fc3 Case-sensitive fixes on template script files for Linux. 2014-04-13 19:50:22 +02:00
LuisAntonRebollo
54fa2bcdab Merge pull request #540 from signmotion/default-keyboard-layout
Added a default keyboard layout for launching the game.
2014-03-29 14:20:30 +01:00
Thomas Fischer
f3dbe07b9a main.cs configuring now (optional), fixed installation up, fixed application name up, fixed executable name, added configured torsion template 2014-03-19 18:17:35 +01:00
Thomas Fischer
9b49f56bd6 changed Generator to T3D_Generator to prevent problems with newer php versions 2014-03-14 19:58:23 +01:00
Andrey Syrokomsky
e18fbcfb89 - Added a default keyboard layout for launching the game. It's fixed crash when a game running with the extend unicode keyboard (cyrillic, for example). 2013-12-03 15:19:38 +02:00
DavidWyand-GG
3baf6d83c4 Underwater Fixes
- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane.  This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence.  Moved this code to fog.cs to be
with the underwater postFX.
2013-11-04 18:41:31 -05:00
DavidWyand-GG
2077632a92 Turbulence respects side-by-side rendering
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders.  This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
DavidWyand-GG
17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
thecelloman
7b77b4a377 Fixes the filepath for the managed ParticleFX data that onServerCreated() looks for. 2013-10-28 14:23:05 -04:00
DavidWyand-GG
15673810c6 Expand PostFX Viewport Options
- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -04:00
DavidWyand-GG
88f2a4d903 Viewport fix for PostFX and SSAO
- General fix for PostFX render targets to properly support the GFX
viewport setting.  This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property.  This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
2013-10-24 00:28:13 -04:00
DavidWyand-GG
85730dfb59 Oculus Rift Improvements
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader.  Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script.  Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods.  The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
SilentMike
7a3378e71a Merge pull request #491 from Azaezel/playerDustSupport
Player dust support
2013-10-11 11:07:44 -07:00
SilentMike
3b6854371b Merge pull request #489 from Azaezel/365
fix for issue #365
2013-10-11 10:59:48 -07:00
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
Azaezel
7a6c0d524f fix for issue #365 2013-10-03 03:49:44 -05:00
Azaezel
c4e9e5db99 fix for issue 484 2013-10-03 03:24:49 -05:00
DavidWyand-GG
e917f1ea14 Allow audioData.cs.dso to execute
When using only compiled scripts, the isFile( "./audioData.cs" ) would
fail for audioData.cs.dso causing none of the audio data to load.  The
correct method is to use isScriptFile(), along with a fully qualified
file path, to check for either the .dso or .cs files.
2013-09-04 19:02:46 -04:00