Torque3D/Engine/source/T3D
JeffR 81aa43a4bd Fixed formatting to match the standard for TerrainMaterialAsset inspector fields
Added utility functions to TerrainMaterialAsset for getting the material and fx material definitions
Fixed logical flaw with the initialization code that could cause the materialDefinition to be nulled in terrainmaterialassets
Fixed layer handling in GroundCover to properly work with TerrainMaterialAssets
Added logic to properly exit out of the onAdd in the event no internal name is assigned or if there is a collision. This prevents duplicates from appearing in the terr mat editor when creating a new material
Fixed issue where going from a creator item in the AB to selecting a particular asset type would break the filtering because select mode removed collections and creator items, changing all the item ids and breaking references.
Added sanity check to prevent attempting to acquire non-assets in the AB, such as creator entries, which would cause console spam
Added optional field to provide an override new asset name to the New Asset window
Added logic so in the event no FX Material is found when importing a terrain material, it will create a stub entry so it always has one defined
Added logic to handle situations where a terrain has a reference to an assetId, but the asset does not exist for whatever reason. Will prompt to create the missing asset, then continue on with the regular saving/editing process as normal
Fixed issue where the terrain material editor would try and reference the preview images being used in the display on the editor instead of the proper assetId itself
2022-03-29 01:40:07 -05:00
..
assets Fixed formatting to match the standard for TerrainMaterialAsset inspector fields 2022-03-29 01:40:07 -05:00
decal code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
examples code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
fps 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 2017-06-23 11:36:20 -05:00
fx Fixed formatting to match the standard for TerrainMaterialAsset inspector fields 2022-03-29 01:40:07 -05:00
gameBase Cleaned up implementation of #712 2022-01-03 20:57:10 -06:00
lighting Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. 2022-02-12 15:53:40 -06:00
physics code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
sceneComponent Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
sfx code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
turret * Feature: Implement a TurretObjectType bit for typemasks. 2021-11-10 19:34:32 -05:00
vehicles cleanups for sound assets 2021-11-27 00:32:25 -06:00
accumulationVolume.cpp code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
accumulationVolume.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
aiClient.cpp Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
aiClient.h Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
aiConnection.cpp Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic 2018-04-20 22:09:58 +02:00
aiConnection.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
aiPlayer.cpp Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
aiPlayer.h anim-clip -- sequence selection by afx effects 2017-07-27 00:31:43 +01:00
camera.cpp Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera 2017-05-15 00:58:36 -05:00
camera.h Implementation of guiRenderTargetVizCtrl 2020-10-03 00:58:38 +02:00
cameraSpline.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
cameraSpline.h safety check 2020-07-03 15:47:05 -05:00
containerQuery.cpp enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
containerQuery.h clang: constructor initialization order 2016-10-14 18:16:55 -05:00
convexShape.cpp Merge branch 'Preview4_0' into SoundAssetImplements 2021-10-11 20:11:27 -05:00
convexShape.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
debris.cpp code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
debris.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
gameFunctions.cpp * Feature: Implement a TurretObjectType bit for typemasks. 2021-11-10 19:34:32 -05:00
gameFunctions.h Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum. 2017-07-07 02:55:56 -05:00
gameTSCtrl.cpp Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
gameTSCtrl.h Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
groundPlane.cpp code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
groundPlane.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
guiMaterialPreview.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
guiMaterialPreview.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiNoMouseCtrl.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiObjectView.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
guiObjectView.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
item.cpp code review: 2020-10-02 13:53:46 -05:00
item.h code review: 2020-10-02 13:53:46 -05:00
levelInfo.cpp code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
levelInfo.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
lightAnimData.cpp 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 2017-06-23 11:36:20 -05:00
lightAnimData.h Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
lightBase.cpp Updated Assimp 2020-03-19 09:47:38 -05:00
lightBase.h localRenderViz -- Implements per-light renderViz setting. 2017-07-27 01:15:57 +01:00
lightDescription.cpp looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 2019-09-20 14:45:05 -05:00
lightDescription.h 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 2017-06-23 11:36:20 -05:00
lightFlareData.cpp code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
lightFlareData.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
missionArea.cpp Use fixed buffer size var when allocating return buffer from console. 2014-06-11 13:09:55 +04:00
missionArea.h Updated logic in MissionArea::getServerObject. 2012-11-14 09:25:38 +11:00
missionMarker.cpp Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
missionMarker.h WaypointTeam never worked and if you look at the code you can see its not very clean. 2014-11-04 20:14:50 -05:00
notesObject.cpp mac compile fixes 2020-11-06 02:11:13 -06:00
notesObject.h Adds a notes object that only displays in the editor, useful for when working on maps. 2020-08-17 16:41:59 -05:00
objectTypes.h Scaling correction to probes in deferred mode to improve parallax adjustment 2022-02-13 19:24:01 -06:00
occlusionVolume.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
occlusionVolume.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
pathCamera.cpp Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
pathCamera.h Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
pathShape.cpp truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
pathShape.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
physicalZone.cpp Improves logical checks for the default value so it's more sane and stable 2022-02-14 01:07:39 -06:00
physicalZone.h enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
player.cpp sound asset conversions - materials 2021-10-14 19:09:20 -05:00
player.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
pointLight.cpp Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
pointLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
portal.cpp 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 2017-06-23 11:36:20 -05:00
portal.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
prefab.cpp Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 2021-09-19 01:01:47 -05:00
prefab.h Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 2021-09-19 01:01:47 -05:00
projectile.cpp minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated 2021-10-14 15:05:49 -05:00
projectile.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
proximityMine.cpp cleanups for sound assets 2021-11-27 00:32:25 -06:00
proximityMine.h code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
resource.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigid.cpp backend fix: rigid on rigid collisions 2016-01-21 19:04:58 -06:00
rigid.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigidShape.cpp cleanups for sound assets 2021-11-27 00:32:25 -06:00
rigidShape.h cleanups for sound assets 2021-11-27 00:32:25 -06:00
Scene.cpp Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
Scene.h Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0 2020-09-11 03:21:56 -05:00
scopeAlwaysShape.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeBase.cpp Cleaned up implementation of #712 2022-01-03 20:57:10 -06:00
shapeBase.h Cleaned up implementation of #712 2022-01-03 20:57:10 -06:00
shapeCollision.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeImage.cpp Cleaned up implementation of #712 2022-01-03 20:57:10 -06:00
spotLight.cpp Hides some light fields for local lights that are intended for PSSM's, thus useless. 2020-08-02 23:47:20 -05:00
spotLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
staticShape.cpp connects staticshape::unmount to the parent chain so it can actually do so 2021-06-07 15:03:23 -05:00
staticShape.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
trigger.cpp Improves logical checks for the default value so it's more sane and stable 2022-02-14 01:07:39 -06:00
trigger.h aitriggers a navtool. not ready for general consumption just yet 2020-09-04 19:34:17 -05:00
tsStatic.cpp TSStatic::updateMaterials() crashfix 2021-11-27 14:29:30 -06:00
tsStatic.h new method tsstatic.getNodeTransform 2021-11-03 21:15:00 -05:00
zone.cpp Merge branch 'alpha40_zonePicker2' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-21 01:06:03 -05:00
zone.h select within zone pushbutton 2020-01-16 21:07:37 -06:00