Commit graph

22 commits

Author SHA1 Message Date
Marc Chapman 326908aa3d Fixed bug in display options UI writing incorrect values. 2019-10-18 04:25:49 +01:00
Areloch c9a63d63cf Updated ToolsGuiTextPadProile to comply to editor theme
Further tweaks/reorg to UI module
Implemented cubemap array scaling on GL so it doesn't crash when texture quality is lowered
2019-09-29 07:51:43 -05:00
Areloch 3986b800cd Merge branch 'Preview4_0' of https://github.com/zfbx/Torque3D into Preview4_0 2019-09-29 06:51:47 -05:00
Areloch e7bf49e801 Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes
Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel
D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences
Added ability to collapse groups programmatically to GuiVariableInspector
Upped PSSM shadowmap max size to 4096
Caught GL deferred lighting/probes up to D3D11
Temporarily disabled forward lighting/probes on GL materials until conversion finished
Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced
Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings
Established current preset file for PostFXManager to use for reverting
WIP logic for forcing probes to update as part of level lighting load step in loading process
Streamlined PostFXManager code, removing unnecessary/redundant files
Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm
PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields
Changed PostFX editor to work with new callbacks via using VariableInspector
Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration
Made HDR on by default, removed enable field from editing
Made probe bake resolution a project setting
Updated many GL postFX shaders to have proper case for PostFx.glsl
Example module now loads ExampleGUI and ExamplePostEffect during init'ing
Removed unneeded autoload definitions from ExampleModule's module file
Fixed Graphics Adapter settings field to properly display as well as apply setting
Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent
Fixed coloration of tools button bitmap to make theming more consistent
Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text
Moved AssetBrowser field types to separated folder/files
Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation.
Removed unneded default autoload definitions from new modules
Added WIP for editing Module/Asset dependencies
Updated the PostEffectAsset to properly generate glsl and hlsl files from templates
Updated module editor window to display only necessary fields
Added WIP of TerrainAsset
Added shaderCache gitignore file so folder isn't lost
2019-09-29 06:44:43 -05:00
Tony c97e6a32b5 moved guis to where they're called in script 2019-09-15 00:41:40 -04:00
Tony 67d71c8558 removed and moved files for baseGame
removed templates/baseGame/game/data/art as it's a copy of /images
removed templates/baseGame/game/data/scripts/guis as it's a copy of ../gui
moved fileDialog.cs to /ui/gui
remove duplicate scripts under /ui/scripts that are in /ui/gui already
2019-09-14 23:55:21 -04:00
Areloch 9db95f4fb2 Implemented proper ScriptAsset execution on load
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
2019-09-13 00:27:48 -05:00
Areloch 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows
ForcedMaterialMeshMgr tweaked to allow proper setting of override material
Ongoing WIP of update/fixing of options menus
WIP of expanded visualizers, including material complexity viz
Adds no-pie flag when compiling on linux with non-clang compilers
2019-09-06 00:00:17 -05:00
Areloch d720eb8ccd Makes the graphics menu in the stock UI mostly functional again
Adds sanity check to editing of gameasset script action in asset browser
Updates module template file
Updates visualizers
Fixes checking of popup menu items
Adds stub for TerrainMaterialAsset
2019-08-29 00:22:33 -05:00
Areloch 3f2770bea4 Adjusted init'ing logic to defer to project settings for the name of the play gui and mainMenu gui instead of hardcoding them 2019-08-07 01:27:39 -05:00
Areloch 07b28cb29a GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
2019-06-17 02:30:45 -05:00
Areloch ae857faae2 Adds test shapes of Kork and SpaceOrc
Sidestep of memleak from CSF at the moment
Minor fixes and corrections with asset importing and loose files
WIP of updated options menu
2019-05-28 17:24:29 -05:00
Areloch 60a29777fa WIP updated UI
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Areloch ddfc416418 Expands/Cleans up a lot of the asset functionality, including management, file association, and creation/importing 2019-05-04 11:49:42 -05:00
Areloch a6038d1801 Fixes issue with not detecting any non-template level meshes in the choose level dlg screen. 2018-01-28 16:59:43 -06:00
Areloch 746999ee8c Modifies the chooslLevelDlg in the UI module to utilize LevelAssets for the non editor template level selection. 2018-01-28 15:21:03 -06:00
Areloch d07abe8ad2 * Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-07-08 02:56:09 -05:00
Areloch 7e5d2f3eac Additional cleanup and add-in of files that were missed. 2017-03-27 00:36:23 -05:00
Areloch b357ad077d Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Areloch 2f88bdf865 Tweaked the no-levels-found popup messagebox to properly call the returnTo functionality to bump back to the appropriate originator gui. 2017-03-01 00:46:39 -06:00
Areloch 9f171a42e7 Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00