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Merge pull request #111 from Bloodknight/MinorFixes

Minor fixes
Areloch 5 лет назад
Родитель
Сommit
fde83b7058

+ 2 - 2
Templates/BaseGame/game/core/gameObjects/materials/materials.cs

@@ -1,4 +1,4 @@
-new ShaderData( BasicRibbonShader )
+singleton ShaderData( BasicRibbonShader )
 {
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
@@ -26,7 +26,7 @@ singleton CustomMaterial( BasicRibbonMat )
    preload = true;
 };
 
-new ShaderData( TexturedRibbonShader )
+singleton ShaderData( TexturedRibbonShader )
 {
    DXVertexShaderFile   = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
    DXPixelShaderFile    = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";

+ 8 - 8
Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs

@@ -22,7 +22,7 @@
 
 
 // Vector Light State
-new GFXStateBlockData( AL_VectorLightState )
+singleton GFXStateBlockData( AL_VectorLightState )
 {
    blendDefined = true;
    blendEnable = true;
@@ -61,7 +61,7 @@ new GFXStateBlockData( AL_VectorLightState )
 };
 
 // Vector Light Material
-new ShaderData( AL_VectorLightShader )
+singleton shaderData( AL_VectorLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/farFrustumQuadV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/vectorLightP.hlsl";
@@ -102,7 +102,7 @@ new CustomMaterial( AL_VectorLightMaterial )
 //------------------------------------------------------------------------------
 
 // Convex-geometry light states
-new GFXStateBlockData( AL_ConvexLightState )
+singleton GFXStateBlockData( AL_ConvexLightState )
 {
    blendDefined = true;
    blendEnable = true;
@@ -140,7 +140,7 @@ new GFXStateBlockData( AL_ConvexLightState )
 };
 
 // Point Light Material
-new ShaderData( AL_PointLightShader )
+singleton shaderData( AL_PointLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/pointLightP.hlsl";
@@ -179,7 +179,7 @@ new CustomMaterial( AL_PointLightMaterial )
 };
 
 // Spot Light Material
-new ShaderData( AL_SpotLightShader )
+singleton shaderData( AL_SpotLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/convexGeometryV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/spotLightP.hlsl";
@@ -256,7 +256,7 @@ new Material( AL_DefaultShadowMaterial )
 };
 
 // Particle System Point Light Material
-new ShaderData( AL_ParticlePointLightShader )
+singleton shaderData( AL_ParticlePointLightShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/particlePointLightP.hlsl";
@@ -281,7 +281,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
 };
 
 //Probe Processing
-new ShaderData( IrradianceShader )
+singleton shaderData( IrradianceShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/irradianceP.hlsl";
@@ -294,7 +294,7 @@ new ShaderData( IrradianceShader )
    pixVersion = 3.0;
 };
 
-new ShaderData( PrefiterCubemapShader )
+singleton shaderData( PrefiterCubemapShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/cubemapV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/prefilterP.hlsl";

+ 2 - 2
Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs

@@ -9,7 +9,7 @@ singleton ShaderData( DeferredColorShader )
    pixVersion = 2.0;   
 };
 
-new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
+singleton GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
 {        
    blendEnable = false; 
    
@@ -27,7 +27,7 @@ new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
    samplerStates[4] = SamplerWrapLinear;
 };
 
-new ShaderData( AL_ProbeShader )
+singleton shaderData( AL_ProbeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/advanced/probeShadingP.hlsl";

+ 1 - 1
Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs

@@ -21,7 +21,7 @@
 //-----------------------------------------------------------------------------
 
 
-new ShaderData(BlurDepthShader)
+singleton shaderData(BlurDepthShader)
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterV.hlsl";
    DXPixelShaderFile  = $Core::CommonShaderPath @ "/lighting/shadowMap/boxFilterP.hlsl";

+ 4 - 4
Templates/BaseGame/game/core/rendering/scripts/gfxData/commonMaterialData.cs

@@ -34,7 +34,7 @@ $sequence = 16;
 
 
 // Common stateblock definitions
-new GFXSamplerStateData(SamplerClampLinear)
+singleton GFXSamplerStateData(SamplerClampLinear)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXAddressClamp;
@@ -45,7 +45,7 @@ new GFXSamplerStateData(SamplerClampLinear)
    mipFilter = GFXTextureFilterLinear;
 };
 
-new GFXSamplerStateData(SamplerClampPoint)
+singleton GFXSamplerStateData(SamplerClampPoint)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXAddressClamp;
@@ -56,7 +56,7 @@ new GFXSamplerStateData(SamplerClampPoint)
    mipFilter = GFXTextureFilterPoint;
 };
 
-new GFXSamplerStateData(SamplerWrapLinear)
+singleton GFXSamplerStateData(SamplerWrapLinear)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXTextureAddressWrap;
@@ -67,7 +67,7 @@ new GFXSamplerStateData(SamplerWrapLinear)
    mipFilter = GFXTextureFilterLinear;
 };
 
-new GFXSamplerStateData(SamplerWrapPoint)
+singleton GFXSamplerStateData(SamplerWrapPoint)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXTextureAddressWrap;

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

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-new GFXStateBlockData( ScatterSkySBData )
+singleton GFXStateBlockData( ScatterSkySBData )
 {
    cullMode = "GFXCullNone";
    

+ 3 - 3
Templates/BaseGame/game/core/rendering/scripts/gfxData/shaders.cs

@@ -57,7 +57,7 @@ singleton ShaderData( OffscreenParticleCompositeShaderData )
 //-----------------------------------------------------------------------------
 // Planar Reflection
 //-----------------------------------------------------------------------------
-new ShaderData( ReflectBump )
+singleton shaderData( ReflectBump )
 {
    DXVertexShaderFile 	= $Core::CommonShaderPath @ "/planarReflectBumpV.hlsl";
    DXPixelShaderFile 	= $Core::CommonShaderPath @ "/planarReflectBumpP.hlsl";
@@ -72,7 +72,7 @@ new ShaderData( ReflectBump )
    pixVersion = 2.0;
 };
 
-new ShaderData( Reflect )
+singleton shaderData( Reflect )
 {
    DXVertexShaderFile 	= $Core::CommonShaderPath @ "/planarReflectV.hlsl";
    DXPixelShaderFile 	= $Core::CommonShaderPath @ "/planarReflectP.hlsl";
@@ -89,7 +89,7 @@ new ShaderData( Reflect )
 //-----------------------------------------------------------------------------
 // fxFoliageReplicator
 //-----------------------------------------------------------------------------
-new ShaderData( fxFoliageReplicatorShader )
+singleton shaderData( fxFoliageReplicatorShader )
 {
    DXVertexShaderFile 	= $Core::CommonShaderPath @ "/fxFoliageReplicatorV.hlsl";
    DXPixelShaderFile 	= $Core::CommonShaderPath @ "/fxFoliageReplicatorP.hlsl";

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

@@ -45,7 +45,7 @@ singleton ShaderData( WaterShader )
    pixVersion = 3.0;
 };
 
-new GFXSamplerStateData(WaterSampler)
+singleton GFXSamplerStateData(WaterSampler)
 {
    textureColorOp = GFXTOPModulate;
    addressModeU = GFXAddressWrap;

+ 2 - 2
Templates/BaseGame/game/data/ExampleModule/components/ExampleComponent.cs

@@ -4,7 +4,7 @@ function ExampleComponent::onAdd(%this)
 {
     
 }
-//onAdd is called when the component is removed and deleted from it's owner entity.
+//onRemove is called when the component is removed and deleted from it's owner entity.
 function ExampleComponent::onRemove(%this)
 {
     
@@ -15,7 +15,7 @@ function ExampleComponent::onClientConnect(%this, %client)
     
 }
 //onClientDisconnect is called any time a client disconnects from the server.
-function ExampleComponent::onClientDisonnect(%this, %client)
+function ExampleComponent::onClientDisconnect(%this, %client)
 {
 
 }

+ 1 - 1
Templates/BaseGame/game/data/ui/guis/optionsMenu.cs

@@ -367,7 +367,7 @@ function OptionsMenuBackSetting::onClick(%this)
       
       //advance by one
       %newSetting = getToken(%settingsList, ",", %currentSettingIdx);
-      eval(%settingCtrl.qualitySettingGroup@"::set("@%newSetting@");");
+      eval(%settingCtrl.qualitySettingGroup@"::set(\""@%newSetting@"\");");
       %settingCtrl-->SettingText.setText( %newSetting );
       
       if(%currentSettingIdx == %settingsListCount)

+ 8 - 1
Templates/BaseGame/game/data/ui/scripts/displayMenu.cs

@@ -38,7 +38,14 @@ function DisplayMenu::apply(%this)
    }
       
    //Update the display settings now
-   $pref::Video::Resolution = getWord( $pref::Video::Resolution, 0 ) SPC getWord( $pref::Video::Resolution, 2 );
+   if (getWord( $pref::Video::Resolution, 2) == "")
+   {
+      $pref::Video::Resolution = getWord( $pref::Video::Resolution, 0 ) SPC getWord( $pref::Video::Resolution, 1 );
+   }
+   else
+   {
+      $pref::Video::Resolution = getWord( $pref::Video::Resolution, 0 ) SPC getWord( $pref::Video::Resolution, 2 );
+   }
 	
    /*if ( %newFullScreen $= "false" )
 	{

BIN
Templates/BaseGame/game/tools/base/images/512_forestgreen.png


BIN
Templates/BaseGame/game/tools/base/images/512_forestgreen_lines.png


+ 6 - 0
Templates/BaseGame/game/tools/worldEditor/scripts/editorPrefs.ed.cs

@@ -60,6 +60,8 @@ EditorSettings.endGroup();
 
 EditorSettings.beginGroup( "Tools" );
 EditorSettings.setDefaultValue(  "snapGround",              "0"               );
+EditorSettings.setDefaultValue(  "TerrainSnapOffsetZ",      "0"               );
+EditorSettings.setDefaultValue(  "OffsetZValue",            "0.01"             );
 EditorSettings.setDefaultValue(  "snapSoft",                "0"               );
 EditorSettings.setDefaultValue(  "snapSoftSize",            "2.0"             );
 EditorSettings.setDefaultValue(  "boundingBoxCollision",    "0"               );
@@ -215,6 +217,8 @@ function EditorGui::readWorldEditorSettings(%this)
    
    EditorSettings.beginGroup( "Tools" );
    EWorldEditor.stickToGround             = EditorSettings.value("snapGround");                 //$pref::WorldEditor::snapGround;
+   EWorldEditor.TerrainSnapOffsetZ        = EditorSettings.value("TerrainSnapOffsetZ");         //$pref::WorldEditor::TerrainSnapOffsetZ;
+   EWorldEditor.OffsetZValue              = EditorSettings.value("OffsetZValue");               //$pref::WorldEditor::OffsetZValue;
    EWorldEditor.setSoftSnap( EditorSettings.value("snapSoft") );                                //$pref::WorldEditor::snapSoft
    EWorldEditor.setSoftSnapSize( EditorSettings.value("snapSoftSize") );                        //$pref::WorldEditor::snapSoftSize
    EWorldEditor.boundingBoxCollision      = EditorSettings.value("boundingBoxCollision");       //$pref::WorldEditor::boundingBoxCollision;
@@ -310,6 +314,8 @@ function EditorGui::writeWorldEditorSettings(%this)
 
    EditorSettings.beginGroup( "Tools" );
    EditorSettings.setValue( "snapGround",             EWorldEditor.stickToGround );          //$Pref::WorldEditor::snapGround
+   EditorSettings.setValue( "TerrainSnapOffsetZ",      EWorldEditor.TerrainSnapOffsetZ );     //$pref::WorldEditor::TerrainSnapOffsetZ;
+   EditorSettings.setValue( "OffsetZValue",            EWorldEditor.OffsetZValue );           //$pref::WorldEditor::OffsetZValue;
    EditorSettings.setValue( "snapSoft",               EWorldEditor.getSoftSnap() );          //$Pref::WorldEditor::snapSoft
    EditorSettings.setValue( "snapSoftSize",           EWorldEditor.getSoftSnapSize() );      //$Pref::WorldEditor::snapSoftSize
    EditorSettings.setValue( "boundingBoxCollision",   EWorldEditor.boundingBoxCollision );   //$Pref::WorldEditor::boundingBoxCollision

+ 9 - 9
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/lightViz.cs

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 // Debug Shaders.
-new ShaderData( AL_ColorBufferShader )
+singleton shaderData( AL_ColorBufferShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgColorBufferP.hlsl";
@@ -59,7 +59,7 @@ function toggleColorBufferViz( %enable )
    }
 }
 
-new ShaderData( AL_SpecMapShader )
+singleton shaderData( AL_SpecMapShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgSpecMapVisualizeP.hlsl";
@@ -94,7 +94,7 @@ function toggleSpecMapViz( %enable )
       AL_SpecMapVisualize.disable();    
 }
 
-new GFXStateBlockData( AL_DepthVisualizeState )
+singleton GFXStateBlockData( AL_DepthVisualizeState )
 {
    zDefined = true;
    zEnable = false;
@@ -105,7 +105,7 @@ new GFXStateBlockData( AL_DepthVisualizeState )
    samplerStates[1] = SamplerClampLinear; // viz color lookup
 };
 
-new GFXStateBlockData( AL_DefaultVisualizeState )
+singleton GFXStateBlockData( AL_DefaultVisualizeState )
 {
    blendDefined = true;
    blendEnable = true;
@@ -121,7 +121,7 @@ new GFXStateBlockData( AL_DefaultVisualizeState )
    samplerStates[1] = SamplerClampLinear;  // depthviz
 };
 
-new ShaderData( AL_DepthVisualizeShader )
+singleton shaderData( AL_DepthVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgDepthVisualizeP.hlsl";
@@ -157,7 +157,7 @@ function AL_DepthVisualize::onEnabled( %this )
    return true;
 }
 
-new ShaderData( AL_GlowVisualizeShader )
+singleton shaderData( AL_GlowVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgGlowVisualizeP.hlsl";
@@ -178,7 +178,7 @@ singleton PostEffect( AL_GlowVisualize )
    renderPriority = 9999;
 };
 
-new ShaderData( AL_NormalsVisualizeShader )
+singleton shaderData( AL_NormalsVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgNormalVisualizeP.hlsl";
@@ -214,7 +214,7 @@ function AL_NormalsVisualize::onEnabled( %this )
 
 
 
-new ShaderData( AL_LightColorVisualizeShader )
+singleton shaderData( AL_LightColorVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgLightColorVisualizeP.hlsl";
@@ -249,7 +249,7 @@ function AL_LightColorVisualize::onEnabled( %this )
 }
 
 
-new ShaderData( AL_LightSpecularVisualizeShader )
+singleton shaderData( AL_LightSpecularVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgLightSpecularVisualizeP.hlsl";

+ 5 - 5
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/miscViz.cs

@@ -1,4 +1,4 @@
-new GFXStateBlockData( Viz_DefaultVisualizeState )
+singleton GFXStateBlockData( Viz_DefaultVisualizeState )
 {
    /*alphaDefined = true;
    alphaTestEnable = true;
@@ -39,7 +39,7 @@ new GFXStateBlockData( Viz_DefaultVisualizeState )
    samplerStates[4] = SamplerClampLinear;  // depthviz
 };
 
-new ShaderData( Viz_TexelDensity )
+singleton shaderData( Viz_TexelDensity )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/Viz_TexelDensityP.hlsl";
@@ -79,7 +79,7 @@ function toggleTexelDensityViz( %enable )
 
 //
 //
-new ShaderData( Viz_SurfaceProperties )
+singleton shaderData( Viz_SurfaceProperties )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/Viz_SurfacePropertiesP.hlsl";
@@ -203,7 +203,7 @@ function Viz_SurfacePropertiesPFX::onEnabled( %this )
 //
 //
 //
-new ShaderData( Viz_ColorBlindness )
+singleton shaderData( Viz_ColorBlindness )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
    DXPixelShaderFile  = "./shaders/Viz_ColorblindnessP.hlsl";
@@ -307,7 +307,7 @@ function Viz_ColorBlindnessPFX::onEnabled( %this )
 
 //
 //Material Complexity Viz
-new ShaderData( Viz_MaterialComplexity )
+singleton shaderData( Viz_MaterialComplexity )
 {
    DXVertexShaderFile   = "./shaders/Viz_materialComplexityV.hlsl";
    DXPixelShaderFile    = "./shaders/Viz_materialComplexityP.hlsl";

+ 1 - 1
Templates/BaseGame/game/tools/worldEditor/scripts/visibility/shadowViz.cs

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-new ShaderData( AL_ShadowVisualizeShader )
+singleton shaderData( AL_ShadowVisualizeShader )
 {
    DXVertexShaderFile = $Core::CommonShaderPath @ "/guiMaterialV.hlsl";
    DXPixelShaderFile  = "./shaders/dbgShadowVisualizeP.hlsl";

+ 4 - 3
Tools/CMake/cleanup-win.bat.in

@@ -2,7 +2,7 @@
 
 :: Delete procedural shaders
 echo shaders
-del /q /a:-R shaders\procedural\*.*
+del /q /a:-R data\shaderCachel\*.*
 :: Delete dumped shader disassembly files
 for /R %%a IN (*._dis.txt) do IF EXIST "%%a._dis.txt" del "%%a._dis.txt"
 
@@ -38,10 +38,11 @@ IF EXIST "scripts\server\banlist.cs" del /s scripts\server\banlist.cs
 IF EXIST "scripts\server\prefs.cs" del /s scripts\server\prefs.cs
 IF EXIST "client\config.cs" del /s client\config.cs
 IF EXIST "config.cs" del /s config.cs
-IF EXIST "tools\settings.xml" del /s tools\settings.xml
+:: IF EXIST "tools\settings.xml" del /s tools\settings.xml
 IF EXIST "banlist.cs" del /s banlist.cs
 
 :: logs
 echo logs
 IF EXIST "torque3d.log" del /s torque3d.log
-echo DONE!
+IF EXIST "console.log" del /s console.log
+echo DONE!