Torque3D/Engine/source/gui
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
..
3d Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
buttons corrects a copy-corruption flaw with GuiSwatchButtonCtrl::onMouseDragged 2019-01-28 21:04:51 -06:00
containers Update guiSplitContainer.cpp 2019-03-30 14:40:58 -05:00
controls Utilizes old method to clean up tree items in GuiTreeViewCtrl to resolve guiEditor crashes 2019-09-18 01:41:57 -05:00
core Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
editor Moved unneeded modules to Templates/Modules 2019-09-29 06:44:43 -05:00
game Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
shiny Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
theora add loop playback to GuiTheoraCtrl 2016-05-27 02:22:39 -04:00
utility Merge pull request #2294 from OTHGMars/GuiInputCtrl 2019-01-21 15:14:37 -06:00
worldEditor Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00