Commit graph

3499 commits

Author SHA1 Message Date
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
explosion cover miscalc
2015-11-14 00:43:49 -06:00
Areloch
dbe870f8e5 Merge pull request #1433 from Azaezel/CommandControl
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
TAML, Assets and Modules implementation
2015-11-12 23:54:27 -06:00
Areloch
92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching
This all seems to work pretty well.
2015-11-12 12:49:58 -06:00
Azaezel
ce2964d2d0 diffuse/albedo texture linearization
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
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
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
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
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
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
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
Corrected SkyBox vertex format
2015-10-27 01:00:24 -05:00
Areloch
48d38ca803 Merge pull request #1447 from blackwc/radioButton-image-new
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
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
Looks fine
2015-10-22 00:02:58 -05:00
Areloch
a72802b677 Merge pull request #1435 from Azaezel/glowDebugEmpty
Looks good
2015-10-21 00:56:59 -05:00
Areloch
aba6cf2d9e Merge pull request #1436 from Azaezel/ribbonShadersEmpty
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
Seems to work fine.
2015-10-19 22:20:18 -05:00
Areloch
0f8d4d30ab Merge pull request #1444 from rextimmy/scattersky_fix
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
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
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.
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
%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.
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:
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