The loader logic was tweaked slightly as well, so that the levelAsset has a field which indicates what the postFX file is. Easier to find, easier to edit, and the shaders aren't in a completely different module.
#Torque 3d virtual world update
Secondly, an update to both PostFX organization, Integration, and Editing behaviorĪll stock PostFXs and their shaders are now safely tucked into the core/PostFX module. I added handling to disable options fields if they are non-applicable to avoid confusion Additionally better handling for what screen resolution should be in play based on window mode(ie, Borderless is always the desktop resolution) as well as ensuring display options apply properly. This adds in Borderless window mode, as well as the ability to set in the options what display(if more than one is detected) the game window should be on. Lukas got his C# project caught up to current BaseGame so we can better test the cinterface changes(and soon people can play around with all that too)įor some of the bigger changes worth going into more detail:įirst, Mars contributed some very important improvements to window and resolution handling. Minimal direct use currently, but useful in debug operations, and in the future could drastically simplify doing stuff like picture-in-picture displays or multi view GUIs and the like.įixed a pretty gnarly memleak, so we're memory stable again. Integrated the old MeshRoad Profile editor, so you can have more control over the shape of the meshroadĪdded guiRenderTargetViz control, which lets you specify any given render target and display it to a GUI control.
#Torque 3d virtual world code
Basically, convenience and code templating thing. This is so you don't have to define a bunch of supporting stuff in a given class over and over. Shuffled some gui profiles into core to better standardize themĬreated a number of macros to wrapper around defining and setup/usage of assets(image asset for now, but others later). Misc improvements to asset import pipeline stuff, such as suffix parsing improvements Re-implementing SIS files for the importer so there can be special-case overrides for any given file typeįixes the resource change detection for TSStatics, so if a shape files is changed, it auto-updates the objects in the sceneįixed several potential memleaks and one confirmed one that could balloon the mem usage pretty substantially over time Settings files are now properly sorted(A small change, but it keeps the layout of the settings.xml and asset import config files consistent making them easier to catch up on changes) Some better default values for local lights, and cleaning unneeded fieldsĪ whole metric butt-ton of fixes, improvements and QoL changes for the asset workflowĪbility to better control script queue ordering between modulesĪ crossplat option for 'open in browser', which could see a lot of use in jumping to documentationĪdds populating of a level's utilized assets into it's dependencies list to ensure everything preloads as expected instead of trying to do it at the last second, which could cause scripts executing during object creation and lead to variable corruption These can potentially help a lot in very object-dense scenes with lots of small clutter stuff that doesn't need to render at a distance Preference settings(which will get integration into the options menu soon) for forcing static object fadeout at a distance, as well as limiting the number of local lights renderiable at a time, and if they fade out over distance as well. Steve passing along a fix to correct render issues for the ribbon particles So, how's it going everyone? Time for fanciful development news.įirst, lets go over what all work has happened thus far since the last workblog:ħ6 pull requests merged in, which had over 164 changes which ranged from bugfixes, to improvements to additions. Mid-October workblog time! (Which should've been last month, but chasing down bugs like memleaks and straight up crashes before I wanted to post caused delays, so.whoops!)