Commit History

Autor SHA1 Mensaxe Data
  Jeff Hutchinson 1940becb2d Compilation fixes for C++20 %!s(int64=2) %!d(string=hai) anos
  AzaezelX c14c9b78c0 drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map. %!s(int64=3) %!d(string=hai) anos
  AzaezelX 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter %!s(int64=4) %!d(string=hai) anos
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets %!s(int64=4) %!d(string=hai) anos
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. %!s(int64=4) %!d(string=hai) anos
  AzaezelX 0c7811bd1a shift pbrconfig to ORM %!s(int64=4) %!d(string=hai) anos
  Areloch 6ade6f08ce Updated Assimp %!s(int64=5) %!d(string=hai) anos
  Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path %!s(int64=5) %!d(string=hai) anos
  Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 %!s(int64=5) %!d(string=hai) anos
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 %!s(int64=5) %!d(string=hai) anos
  AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha %!s(int64=5) %!d(string=hai) anos
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. %!s(int64=5) %!d(string=hai) anos
  Areloch 62fabf6894 From @rextimmy was missing the stateblock handling for the Transparency mode Sub %!s(int64=5) %!d(string=hai) anos
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) %!s(int64=5) %!d(string=hai) anos
  AzaezelX 8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature %!s(int64=5) %!d(string=hai) anos
  AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... %!s(int64=5) %!d(string=hai) anos
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. %!s(int64=5) %!d(string=hai) anos
  Areloch 17cec11b97 Added refactor of Editor Settings window %!s(int64=6) %!d(string=hai) anos
  Areloch ae857faae2 Adds test shapes of Kork and SpaceOrc %!s(int64=6) %!d(string=hai) anos
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. %!s(int64=7) %!d(string=hai) anos
  Areloch bc1b506205 Merge pull request #2146 from Azaezel/specializationShenanigans %!s(int64=7) %!d(string=hai) anos
  Marc Chapman ef437835d7 Profile change for specular files %!s(int64=7) %!d(string=hai) anos
  Azaezel 01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. %!s(int64=7) %!d(string=hai) anos
  Areloch 25686ed4be 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 %!s(int64=8) %!d(string=hai) anos
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. %!s(int64=8) %!d(string=hai) anos
  Areloch 2d934032ea Adds a check so if we're trying to hit a named target, it doesn't spam the console with errors about not finding the diffuse texture. %!s(int64=9) %!d(string=hai) anos
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: %!s(int64=9) %!d(string=hai) anos
  Azaezel c6cdfafe4e 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. %!s(int64=10) %!d(string=hai) anos
  LuisAntonRebollo f101fbe820 Remove unnecesary code for handle OpenGL. %!s(int64=10) %!d(string=hai) anos
  LuisAntonRebollo ba36617aec Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9. %!s(int64=11) %!d(string=hai) anos