Azaezel
74a194a277
missed a convexSweepTest early-out check.
2015-11-14 11:26:42 -06:00
Areloch
498ed63f0b
Merge pull request #1438 from Azaezel/rektRadius
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explosion cover miscalc
2015-11-14 00:43:49 -06:00
Areloch
dbe870f8e5
Merge pull request #1433 from Azaezel/CommandControl
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The TypeCommand type brings up a full notepad-esque interface.
2015-11-13 00:31:22 -06:00
Areloch
1a009d6dd3
Merge pull request #1443 from Areloch/TAM_Implementation
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TAML, Assets and Modules implementation
2015-11-12 23:54:27 -06:00
Areloch
92aa785bb2
Merge pull request #1442 from Azaezel/shadow_caching
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This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Azaezel
ce2964d2d0
diffuse/albedo texture linearization
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http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
2015-11-11 13:52:46 -06:00
Azaezel
f719731c52
fillin for fallbacks for filesystem funcs
2015-11-09 19:40:30 -06:00
Areloch
51b6469922
Merge pull request #1439 from Azaezel/initTextureSpace
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ensures opengl texSpaceMat is initialized from the get-go
2015-11-09 10:55:10 -06:00
Areloch
9d726bb9ed
Merge pull request #1453 from blackwc/playJournal-template-fix
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playJournal fix and removed depcrecated command line options
2015-11-09 10:24:30 -06:00
Areloch
c2e5eb82af
Merge pull request #1457 from Azaezel/meshRoadMats
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hooks meshroads up to the material system for castrays
2015-11-09 10:01:37 -06:00
Azaezel
b1fccc848c
corrects ghosted decal datablock lookup flaw
2015-11-07 09:04:47 -06:00
Azaezel
f4d40bf1b0
hooks meshroads up to the material system for castrays (at a minimum, sound playback)
2015-11-05 10:18:17 -06:00
Areloch
bc44aba31c
Merge pull request #1428 from Azaezel/hashHorking
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cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key.
2015-11-05 00:12:03 -06:00
Azaezel
b778121fc4
castDynamicShadows defaults to false, flipped it over to true for materials on mobile/animated assets.
2015-11-02 23:06:51 -06:00
Azaezel
24f7dc8314
rtparams(#) needs to match the ssaomask register
2015-11-02 23:01:43 -06:00
Azaezel
1c23583fba
world editor spline lerp display. advancedist controls size between steps. highlighted the tip of the arrows
2015-11-02 15:12:49 -06:00
Azaezel
aacbd5d2bc
red to blue so you can easier tell which way the triangle is pointing at a glance
2015-11-02 14:57:26 -06:00
Azaezel
fd56496e61
recolor and rescale for path marker representations to make those easier toi distinguish and interact with
2015-11-02 14:24:50 -06:00
Areloch
165cdb64e9
Merge pull request #1322 from Areloch/String_isEmpty_Convert
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Replace uses of dStrIsEmpty with new String::isEmpty
2015-10-31 23:40:13 -05:00
Areloch
db7363df12
Merge pull request #947 from eightyeight/trigger-inheritance
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Make Trigger friendlier towards inheritance
2015-10-29 22:06:59 -05:00
blackwc
ca37e9f84e
fix playJournal instruction in comments
2015-10-28 22:52:16 -04:00
blackwc
bba604a043
playJournal fix and removed depcrecated command line options
2015-10-28 22:46:17 -04:00
Areloch
000649e840
Merge pull request #1452 from rextimmy/skybox_vertex_format_fix
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Corrected SkyBox vertex format
2015-10-27 01:00:24 -05:00
Areloch
48d38ca803
Merge pull request #1447 from blackwc/radioButton-image-new
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improved radio button
2015-10-27 00:26:21 -05:00
rextimmy
27720cb786
Corrected SkyBox vertex format
2015-10-26 21:08:12 +10:00
Areloch
8253bcc343
Merge pull request #1446 from rextimmy/water_vertex_format_fix
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Looks to work fine. Thanks!
2015-10-24 02:12:46 -05:00
blackwc
ea1931d215
improved radio button
2015-10-23 20:37:22 -04:00
rextimmy
9c6ff1775b
Removed unused vertex colors from GFXWaterVertex
2015-10-22 21:54:35 +10:00
Areloch
4db84b34d0
Merge pull request #1418 from JeffProgrammer/gpushader4
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Looks fine
2015-10-22 00:02:58 -05:00
Areloch
a72802b677
Merge pull request #1435 from Azaezel/glowDebugEmpty
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Looks good
2015-10-21 00:56:59 -05:00
Areloch
aba6cf2d9e
Merge pull request #1436 from Azaezel/ribbonShadersEmpty
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Agreed, it makes sense that the shaders are common, so that people can start with empty and add their own art without worrying about stuff not working as expected.
2015-10-21 00:51:22 -05:00
Areloch
f41f9fb7c8
Merge pull request #1431 from blackwc/sfxCompareProvider-fix
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Seems to work fine.
2015-10-19 22:20:18 -05:00
Areloch
0f8d4d30ab
Merge pull request #1444 from rextimmy/scattersky_fix
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Seems good
2015-10-19 19:07:25 -05:00
rextimmy
af9ad17ad6
Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky.
2015-10-19 21:15:59 +10:00
Azaezel
348a0f20d9
Looks like according to reports, they also weren't checking for physicsshapes.
2015-10-18 23:48:29 -05:00
rextimmy
246785a8bf
Removed unused vertex formats from ScatterSky
2015-10-16 21:30:39 +10:00
Areloch
a75d8fecea
Merge pull request #7 from Azaezel/taml
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transcription error was messing with addProtectedField for arrays
2015-10-14 17:29:38 -05:00
Azaezel
dd3c20ece6
transcription error was messing with addProtectedField for arrays
2015-10-14 10:11:58 -05:00
Azaezel
2753f562e8
shadow caching
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SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.
With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)
System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.
Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00
Areloch
1f72245772
Some cleanup and adding in the necessary changes to cmake.
2015-10-13 15:50:30 -05:00
Areloch
7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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Only has example and shape assets currently.
2015-10-13 15:19:36 -05:00
Azaezel
215ae1429e
ensures opengl texSpaceMat is initialized from the get-go (whines in console otherwise)
2015-10-11 22:47:33 -05:00
blackwc
ef5bdc66d3
fullscreen and windowed mode cli fix update 2
2015-10-11 02:34:21 -04:00
Azaezel
2da94ed4ee
explosion cover miscalc
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%distscale can actually end up negative. causes miscalculations for applyimpulse and the like (or even healing if you've hacked in the capacity for negative damage)
2015-10-09 17:43:00 -05:00
Azaezel
a100a00c99
missing ribbon shaders, empty template
2015-10-07 05:40:05 -05:00
Azaezel
e0c275b56b
missing empty template glow pass debug tool
2015-10-07 05:36:44 -05:00
blackwc
5239c2f183
fullscreen and windowed mode cli fix update
2015-10-07 04:56:36 -04:00
blackwc
6d6055c873
fullscreen and windowed mode cli fix
2015-10-07 03:28:48 -04:00
Azaezel
ad5a7dfe0b
The TypeCommand type brings up a full notepad-esque interface.
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http://i.imgur.com/fB44GBl.png
2015-10-06 17:00:07 -05:00
Azaezel
691a08bb33
Backend correction for the rigid vs rigid collision resolver:
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First line is to ensure similar behavior to current regarding pushback on the object doing the colliding.
Second line applies an impulse to the rigid that was collided with.
2015-10-06 15:34:26 -05:00