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yet more `PostEffect::isEnabled -> enabled` that somehow slipped through the search filter

AzaezelX 4 gadi atpakaļ
vecāks
revīzija
70358d0dbc
22 mainītis faili ar 26 papildinājumiem un 26 dzēšanām
  1. 1 1
      Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs
  2. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs
  3. 1 1
      Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs
  4. 1 1
      Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs
  5. 1 1
      Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs
  6. 1 1
      Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs
  7. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs
  8. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs
  9. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs
  10. 2 2
      Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs
  11. 2 2
      Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs
  12. 1 1
      Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs
  13. 1 1
      Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs
  14. 1 1
      Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs
  15. 1 1
      Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs
  16. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Sharpen/SharpenPostFX.cs
  17. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs
  18. 1 1
      Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs
  19. 3 3
      Templates/BaseGame/game/core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs
  20. 1 1
      Templates/BaseGame/game/core/postFX/scripts/Vignette/VignettePostFX.cs
  21. 1 1
      Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs
  22. 1 1
      Templates/BaseGame/game/core/rendering/scripts/renderManager.cs

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs

@@ -113,7 +113,7 @@ function CameraMotionBlurPostFX::savePresetSettings(%this)
 //Our actual postFX
 //Our actual postFX
 singleton PostEffect( CameraMotionBlurPostFX )
 singleton PostEffect( CameraMotionBlurPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    renderTime = "PFXAfterDiffuse"; 
    renderTime = "PFXAfterDiffuse"; 
 
 
    shader = CameraMotionBlurPostFX_Shader;
    shader = CameraMotionBlurPostFX_Shader;

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs

@@ -50,7 +50,7 @@ singleton ShaderData( PFX_CausticsShader )
 
 
 singleton PostEffect( CausticsPFX )
 singleton PostEffect( CausticsPFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";
    renderBin = "ObjTranslucentBin";      
    renderBin = "ObjTranslucentBin";      
    //renderPriority = 0.1;
    //renderPriority = 0.1;

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs

@@ -132,7 +132,7 @@ function ChromaticAberrationPostFX::savePresetSettings(%this)
 //Our actual postFX
 //Our actual postFX
 singleton PostEffect( ChromaticAberrationPostFX )
 singleton PostEffect( ChromaticAberrationPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
 
 
    // Resolve the HDR before we render any editor stuff
    // Resolve the HDR before we render any editor stuff

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs

@@ -404,7 +404,7 @@ function DepthOfFieldPostFX::setLerpDist( %this, %d0, %d1, %d2 )
 
 
 singleton PostEffect( DepthOfFieldPostFX )
 singleton PostEffect( DepthOfFieldPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    
    
    renderTime = "PFXAfterBin";
    renderTime = "PFXAfterBin";
    renderBin = "GlowBin";      
    renderBin = "GlowBin";      

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs

@@ -84,7 +84,7 @@ singleton PostEffect( EdgeDetectPostEffect )
    texture[0] = "#deferred";
    texture[0] = "#deferred";
    target = "#edge";
    target = "#edge";
    
    
-   isEnabled = true;
+   enabled = true;
 };
 };
 
 
 singleton PostEffect( EdgeAAPostEffect )
 singleton PostEffect( EdgeAAPostEffect )

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs

@@ -49,7 +49,7 @@ singleton ShaderData( FXAA_ShaderData )
 
 
 singleton PostEffect( FXAAPostFX )
 singleton PostEffect( FXAAPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    
    
    allowReflectPass = false;
    allowReflectPass = false;
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs

@@ -37,7 +37,7 @@ singleton ShaderData( PFX_FlashShader )
  
  
 singleton PostEffect( FlashFx )
 singleton PostEffect( FlashFx )
 {
 {
-   isEnabled = false;    
+   enabled = false;    
    allowReflectPass = false;  
    allowReflectPass = false;  
 
 
    renderTime = "PFXAfterDiffuse";  
    renderTime = "PFXAfterDiffuse";  

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs

@@ -63,5 +63,5 @@ singleton PostEffect( fogPostFX )
    renderPriority = 5;
    renderPriority = 5;
    
    
    targetFormat = getBestHDRFormat();
    targetFormat = getBestHDRFormat();
-   isEnabled = true;
+   enabled = true;
 };
 };

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs

@@ -43,7 +43,7 @@ singleton GFXStateBlockData( GammaStateBlock : PFX_DefaultStateBlock )
 
 
 singleton PostEffect( GammaPostFX )
 singleton PostEffect( GammaPostFX )
 {
 {
-   isEnabled = true;
+   enabled = true;
    allowReflectPass = true;
    allowReflectPass = true;
    
    
    renderTime = "PFXBeforeBin";
    renderTime = "PFXBeforeBin";

+ 2 - 2
Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs

@@ -77,7 +77,7 @@ singleton PostEffect( GlowPostFX )
    target = "$outTex";
    target = "$outTex";
    targetScale = "0.5 0.5";
    targetScale = "0.5 0.5";
    
    
-   isEnabled = true;
+   enabled = true;
                
                
    // Blur vertically
    // Blur vertically
    new PostEffect()
    new PostEffect()
@@ -146,7 +146,7 @@ singleton PostEffect( VolFogGlowPostFx )
 	texture[0] = "$backbuffer";
 	texture[0] = "$backbuffer";
 	target = "$outTex";
 	target = "$outTex";
 	targetScale = "0.5 0.5";
 	targetScale = "0.5 0.5";
-	isEnabled = false;
+	enabled = false;
 	// Blur vertically
 	// Blur vertically
 	new PostEffect()
 	new PostEffect()
 	{
 	{

+ 2 - 2
Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs

@@ -412,7 +412,7 @@ function HDRPostFX::savePresetSettings(%this)
 
 
 singleton PostEffect( HDRPostFX )
 singleton PostEffect( HDRPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
 
 
    // Resolve the HDR before we render any editor stuff
    // Resolve the HDR before we render any editor stuff
@@ -580,7 +580,7 @@ function LuminanceVisPostFX::setShaderConsts( %this )
 
 
 singleton PostEffect( LuminanceVisPostFX )
 singleton PostEffect( LuminanceVisPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
       
       
    // Render before we do any editor rendering.  
    // Render before we do any editor rendering.  

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs

@@ -120,7 +120,7 @@ function LUTColorGradePostFX::savePresetSettings(%this)
 //Our actual postFX
 //Our actual postFX
 singleton PostEffect( LUTColorGradePostFX )
 singleton PostEffect( LUTColorGradePostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
 
 
    // Resolve the HDR before we render any editor stuff
    // Resolve the HDR before we render any editor stuff

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs

@@ -69,7 +69,7 @@ singleton GFXStateBlockData( LightRayStateBlock : PFX_DefaultStateBlock )
 
 
 singleton PostEffect( LightRayPostFX )
 singleton PostEffect( LightRayPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
         
         
    renderTime = "PFXBeforeBin";
    renderTime = "PFXBeforeBin";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs

@@ -119,7 +119,7 @@ singleton ShaderData( MLAA_NeighborhoodBlendingShader )
 
 
 singleton PostEffect( MLAAFx )
 singleton PostEffect( MLAAFx )
 {
 {
-   isEnabled = false;
+   enabled = false;
    
    
    allowReflectPass = false;
    allowReflectPass = false;
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs

@@ -7,7 +7,7 @@ singleton PostEffect( reflectionProbeArrayPostFX )
    renderTime = "PFXAfterBin";
    renderTime = "PFXAfterBin";
    renderBin = "ProbeBin";
    renderBin = "ProbeBin";
    renderPriority = 9999;
    renderPriority = 9999;
-   isEnabled = true;
+   enabled = true;
 
 
    shader = PFX_ReflectionProbeArray;
    shader = PFX_ReflectionProbeArray;
    stateBlock = PFX_ReflectionProbeArrayStateBlock;
    stateBlock = PFX_ReflectionProbeArrayStateBlock;

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Sharpen/SharpenPostFX.cs

@@ -121,7 +121,7 @@ function SharpenPostFX::savePresetSettings(%this)
 //Our actual postFX
 //Our actual postFX
 singleton PostEffect( SharpenPostFX )
 singleton PostEffect( SharpenPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
 
 
    // Resolve the HDR before we render any editor stuff
    // Resolve the HDR before we render any editor stuff

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.cs

@@ -44,7 +44,7 @@ singleton ShaderData( PFX_TurbulenceShader )
 
 
 singleton PostEffect( TurbulencePostFX )  
 singleton PostEffect( TurbulencePostFX )  
 {  
 {  
-   isEnabled = false;    
+   enabled = false;    
    allowReflectPass = true;  
    allowReflectPass = true;  
          
          
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/UnderwaterFog/underWaterFogPostFX.cs

@@ -70,7 +70,7 @@ singleton PostEffect( underWaterFogPostFX )
    // Needs to happen after the FogPostFx
    // Needs to happen after the FogPostFx
    renderPriority = 4;
    renderPriority = 4;
    
    
-   isEnabled = true;
+   enabled = true;
 };
 };
 
 
 function underWaterFogPostFX::onEnabled( %this )
 function underWaterFogPostFX::onEnabled( %this )

+ 3 - 3
Templates/BaseGame/game/core/postFX/scripts/VR/ovrBarrelDistortionPostFX.cs

@@ -81,7 +81,7 @@ singleton GFXStateBlockData( OVRBarrelDistortionStateBlock : PFX_DefaultStateBlo
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
 singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
    
    
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";
@@ -107,7 +107,7 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionPostFX )
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
 singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
    
    
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";
@@ -132,7 +132,7 @@ singleton BarrelDistortionPostEffect( OVRBarrelDistortionChromaPostFX )
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 singleton PostEffect( OVRBarrelDistortionMonoPostFX )
 singleton PostEffect( OVRBarrelDistortionMonoPostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = false;
    allowReflectPass = false;
    
    
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Vignette/VignettePostFX.cs

@@ -119,7 +119,7 @@ function VignettePostFX::savePresetSettings(%this)
 //Our actual postFX
 //Our actual postFX
 singleton PostEffect( VignettePostFX )
 singleton PostEffect( VignettePostFX )
 {
 {
-   isEnabled = false;
+   enabled = false;
    
    
    renderTime = "PFXBeforeBin";
    renderTime = "PFXBeforeBin";
    renderBin = "EditorBin";
    renderBin = "EditorBin";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/afxHighlight.cs

@@ -36,7 +36,7 @@ singleton PostEffect( afxHighlightPostFX )
    renderTime = "PFXAfterDiffuse";
    renderTime = "PFXAfterDiffuse";
    renderBin = "HighlightBin";
    renderBin = "HighlightBin";
    renderPriority = 1;
    renderPriority = 1;
-   isEnabled = true;
+   enabled = true;
 
 
    shader = PFX_afxHighlightShader;
    shader = PFX_afxHighlightShader;
    stateBlock = PFX_afxDefaultHighlightStateBlock;
    stateBlock = PFX_afxDefaultHighlightStateBlock;

+ 1 - 1
Templates/BaseGame/game/core/rendering/scripts/renderManager.cs

@@ -125,7 +125,7 @@ singleton PostEffect( AL_FormatCopy )
 {
 {
    // This PostEffect is used by 'AL_FormatToken' directly. It is never added to
    // This PostEffect is used by 'AL_FormatToken' directly. It is never added to
    // the PostEffectManager. Do not call enable() on it.
    // the PostEffectManager. Do not call enable() on it.
-   isEnabled = false;
+   enabled = false;
    allowReflectPass = true;
    allowReflectPass = true;
    
    
    shader = PFX_PassthruShader;
    shader = PFX_PassthruShader;