Torque3D/Engine/source/T3D
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
..
assets Moved unneeded modules to Templates/Modules 2019-09-29 06:44:43 -05:00
components linux followup work by tim 2019-08-21 03:12:54 -05:00
decal Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-04-23 10:08:14 -05:00
examples bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -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 Adds test shapes of Kork and SpaceOrc 2019-05-28 17:24:29 -05:00
gameBase Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
gameObjects linux followup work by tim 2019-08-21 03:12:54 -05:00
lighting linux followup work by tim 2019-08-21 03:12:54 -05:00
physics Updates to various components, added a few new ones. 2019-02-24 01:50:38 -06:00
sceneComponent Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
sfx clang: constructor initialization order 2016-10-14 18:16:55 -05:00
systems Force proper update of box probe when attenuation changes 2019-08-19 01:14:34 -05:00
turret Merge pull request #2092 from Azaezel/AIAimpoint 2018-04-30 23:40:15 -05:00
vehicles Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
accumulationVolume.cpp shadowvar cleanups for scattersky and accumulationVolume 2018-03-13 21:29:09 -05:00
accumulationVolume.h cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
aiClient.cpp Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +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 Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +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 obj-select -- object selection functionality 2017-07-26 23:59:44 +01:00
cameraSpline.cpp suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 2016-06-21 20:53:08 -05:00
cameraSpline.h suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 2016-06-21 20:53:08 -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 mac compilation correction - casting flaw 2019-05-21 19:32:17 -05:00
convexShape.h Catch the template files up and add the improved convex editor bits. 2019-05-19 21:30:45 -05:00
debris.cpp gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
debris.h datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
entity.cpp component vector cleanup cleanup 2019-06-03 15:12:56 -05:00
entity.h Various fixes 2019-05-11 21:42:27 -05:00
gameFunctions.cpp Clean up redundant variables 2019-02-06 15:03:06 -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 Phase 2: #ifdef for Zodiacs and particles 2018-01-23 22:03:18 +00:00
groundPlane.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiMaterialPreview.cpp cleaned up member::radius 2018-03-13 15:31:00 -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 cleaned up member::radius 2018-03-13 15:31:00 -05:00
guiObjectView.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
item.cpp Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-03-28 15:42:34 -05:00
item.h delta to mDelta to resolve another class var vs method var confusionpoint 2018-03-12 23:07:34 -05:00
levelInfo.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
levelInfo.h level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume. 2016-06-09 12:51:43 -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 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
lightBase.cpp Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
lightBase.h localRenderViz -- Implements per-light renderViz setting. 2017-07-27 01:15:57 +01:00
lightDescription.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
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 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.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
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
objectTypes.h lighting single buffer 2018-11-21 15:53:02 +10:00
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
physicalZone.cpp Merge pull request #2236 from Azaezel/memberMess 2018-05-30 20:36:43 -05:00
physicalZone.h enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
player.cpp Merge pull request #2339 from Areloch/MountedCollisionsFix 2019-03-31 12:31:57 -05:00
player.h layer, and playerControllerComponent shadowvar cleanups 2018-03-14 13:12:26 -05:00
pointLight.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
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 Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
prefab.h Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
projectile.cpp bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
projectile.h enhanced-projectile 2017-07-27 01:27:13 +01:00
proximityMine.cpp delta to mDelta to resolve another class var vs method var confusionpoint 2018-03-12 23:07:34 -05:00
proximityMine.h nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it. 2019-01-31 06:45:10 -06:00
resource.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigid.cpp Backend correction for the rigid vs rigid collision resolver: 2015-10-06 15:34:26 -05:00
rigid.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigidShape.cpp CollisionState membervar clarification 2018-03-15 17:31:28 -05:00
rigidShape.h Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
Scene.cpp Moved unneeded modules to Templates/Modules 2019-09-29 06:44:43 -05:00
Scene.h Moved unneeded modules to Templates/Modules 2019-09-29 06:44:43 -05:00
scopeAlwaysShape.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeBase.cpp reskinning fixes 2019-05-21 12:03:19 -05:00
shapeBase.h Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
shapeCollision.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeImage.cpp Merge pull request #2043 from John3/toolShapes_3 2019-03-31 14:41:35 -05:00
spotLight.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
spotLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
staticShape.cpp Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
staticShape.h datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
trigger.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
trigger.h Made Trigger friendlier towards inheritance. 2012-11-18 21:32:51 +11:00
tsStatic.cpp Removed test custom shader bindings until memleak is corrected. 2019-05-27 13:06:15 -05:00
tsStatic.h Removed test custom shader bindings until memleak is corrected. 2019-05-27 13:06:15 -05:00
zone.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
zone.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00