Lasse Öörni
14fe2ad334
Remove unused variable that was moved & renamed elsewhere.
2015-07-20 18:14:22 +03:00
MonkeyFirst
43df9f2e7c
fix include in editor.as
2015-07-20 04:00:17 +06:00
MonkeyFirst
f401a4992e
dialog settings fix
2015-07-20 03:13:01 +06:00
MonkeyFirst
9c8ba2e2b0
Add EditLayerWindow for fastest mask view change (with children nodes)
2015-07-20 02:59:22 +06:00
Ivan K
d540f79eec
Localization: fixes, adding comments, reworking samples, partial russification of editor
2015-07-19 16:07:24 +04:00
MonkeyFirst
64e7435eca
fix "standard" word
2015-07-19 17:07:14 +06:00
MonkeyFirst
1f519959aa
Add feature that allow to enable all hidden before nodes on one hotkey
2015-07-19 06:03:27 +06:00
MonkeyFirst
c9910c8c96
Add feature to parent selected nodes into last selected node
...
Add feature to parent selected nodes into last selected node
Standart key mode - U-key
Blender key mode - P + Ctrl
2015-07-19 04:44:11 +06:00
MonkeyFirst
b0c16c030a
Add to editor settings UI option
2015-07-19 01:45:35 +06:00
MonkeyFirst
f5e1e10b6a
Add hotkeys mode switching between standart & blender
2015-07-19 01:41:23 +06:00
Ivan K
1d845712c8
Internationalization: initial commit
...
Localization
2015-07-18 14:43:51 +04:00
MonkeyFirst
6b927e8533
add few models for preview
2015-07-18 03:05:20 +06:00
MonkeyFirst
721f121c91
init blender-keys-branch
2015-07-18 00:23:34 +06:00
Lasse Öörni
0fc4cdf12c
Tabs to spaces. Moved MMB pan setting from Preferences dialog to Settings dialog to match the rest of the camera options. Added contributor credit.
2015-07-17 18:08:57 +03:00
julyfortoday
e10aef79cf
Save/load mmbpan setting to/from xml, fixed naming
2015-07-17 09:07:25 -04:00
julyfortoday
6d8e057a7e
Added togglable setting for changing the behavior of the MMB, allows panning by default instead of rotation/orbit
2015-07-16 22:26:51 -04:00
julyfortoday
0981492802
Center camera on selected object using the HOME key
2015-07-16 18:25:00 -04:00
Mike3D
a25f596e08
Added missing file formats to Editor's resource browser
2015-07-16 07:52:47 +02:00
Lasse Öörni
37f13c91d9
Remove double semicolon.
2015-07-15 00:59:12 +03:00
Lasse Öörni
9b629b2a36
Editor functionality to assign child nodes as a spline path. Contributed by MonkeyFirst. Closes #781 .
2015-07-15 00:57:55 +03:00
Lasse Öörni
86d9f6e4cb
Restore @echo off to Editor.bat.
2015-07-14 19:35:14 +03:00
Lasse Öörni
989346f3a5
Merge remote-tracking branch '1vanK/EditorImprovements'
2015-07-14 19:33:13 +03:00
Lasse Öörni
6f8ed55c0a
Fix the Depth shader on D3D11. Simplify View code to determine whether a substitute RT for the backbuffer is needed. Fix having to render the hardware depth stencil twice in the ForwardDepth renderpath.
2015-07-14 19:32:58 +03:00
Ivan K
f317df2961
Adding a button 'Reset Viewport' and checkbox 'Show Axes' for particle editor
2015-07-14 11:56:53 +04:00
Ivan K
8d37ae8e3d
Fix scaling particle preview
2015-07-13 16:14:53 +04:00
Ivan K
0532ea5c6f
Big particle preview and scaling preview with LMB + LShift
2015-07-13 15:50:58 +04:00
Ivan K
e4304645a2
Starting the Editor without an empty console window
2015-07-13 11:55:01 +04:00
Lasse Öörni
ffa0b96e85
Fix typo. Ensure new node positioning uses world position in case the new node is parented.
2015-07-12 16:19:39 +03:00
Ivan K
8adcd0a965
Editor new node position
2015-07-12 13:48:24 +04:00
Lasse Öörni
986c4ca6fc
If CollisionShape trimesh or convex shape assigned without a collision model, try to get it from the StaticModel in the same node. Closes #769 .
2015-07-11 21:18:50 +03:00
Mike3D
84cb5abf0b
Increased precision qualifiers to medium for better compatibility across mobile devices. Closes #763 .
2015-07-04 12:39:30 +02:00
Lasse Öörni
4219b7b157
Revert mistaken change to 20_HugeObjectCount.as.
2015-07-24 17:11:10 +03:00
Lasse Öörni
e8af02f453
Add double serialization support to Variant, Deserializer/Serializer, XMLElement & JSONValue. Use double to store a Lua object's number attributes. Add editing of double attributes to the editor. Closes #758 .
2015-06-29 22:36:12 +03:00
Lasse Öörni
368cd56955
Fix FXAA3 shader on OpenGL 3. Add non-deprecated aliases for texture2DLod in Samplers.glsl. Thanks to Gunnar Kriik.
2015-06-14 01:55:55 +03:00
Lasse Öörni
6b6447eb8c
Detect presence of AssetImporter in either tool subdirectory or in the executable directory.
2015-06-09 21:23:04 +03:00
Yao Wei Tjong 姚伟忠
88d86548a4
Further minor clean up the CrowdAgent class.
...
Revise the sample so Jack walk and turn more naturally.
2015-05-28 17:52:12 +08:00
Yao Wei Tjong 姚伟忠
6b72c4412a
Minor code clean up and bug fixes for DetourCrowd implementation.
...
Avoid using multiple vectors to hold the same set of objects in the DetourCrowd sample.
2015-05-27 21:51:10 +08:00
Mike3D
e166e7a84d
Added moving obstacles and teleportation to sample 39. Also various behavior tweaks and ground texture modified to break monotony and discriminate with sample 15. If something doesn't appeal it can be reverted.
...
Also set default mask and areaID at OffMeshConnection initialization.
2015-05-23 09:27:39 +02:00
Mike3D
7f3a6ef86b
Added off-mesh connections to sample 39
2015-05-20 10:56:32 +02:00
Yao Wei Tjong 姚伟忠
e7e2c262e5
Make button slider not focusable so it is easier to tab around.
2015-05-19 15:33:59 +08:00
Mike3D
3fbb34f406
Use node instead of GetNode() in lua samples
...
Also simplified sample 15 for lua
2015-05-17 17:30:37 +02:00
Lasse Öörni
f9f920964f
Remove agents & obstacles on OnNodeSet(null), similar to Drawables. Do not allow adding an agent when node is already null. Added missing enum in AngelScript navigation API. Do not keep a persistent array of agent handles in the AngelScript crowd example, as that keeps the agents alive even past removal from scene. Closes #729 .
2015-05-17 16:54:57 +03:00
Mike3D
cca861f6d3
Simplified sample 39 using the crowd manager
2015-05-17 10:15:41 +02:00
JSandusky
ca7a6af1f3
CrowdAgent state handling
...
- CrowdAgentStateChanged event includes Node and Agent parameters
- CrowdAgentFailure event for target/agent-state failures
- GetAreaCost in NavigationMesh, script bindings updated
- Fixed error spawning Jack nodes on top of boxes in Angelscript sample
- DebugRendering for DynamicNavigationMesh layers
- Rename all references to AreaType as AreaID
- CrowdAgent angelscript enum bindings made consistent
- Include simple example handling of CrowdAgentFailure for faulty
initial state (sides of boxes) in all samples
- Consistent values in samples (box/mushroom counts)
- Completed "todo" for investigating rcFilterLedgeSpans in
DynamicNavigationMesh
2015-05-12 02:29:32 -04:00
Lasse Öörni
b6889b68df
In DeferredHWDepth renderpath, clear albedo rendertarget explicitly to prevent ghosting bugs from previous frames in case stencil is not available.
2015-05-10 15:09:42 +03:00
Lasse Öörni
2a34d35dec
Added missing vertex color variation to the LitSolid shaders.
2015-05-08 12:41:59 +03:00
Lasse Öörni
9c226e2c3c
Added pure diffuse vertexcolor & notexture vertexcolor techniques.
2015-05-08 11:03:44 +03:00
Mike3D
581d1b550b
Do not hardcode obstacle radius
2015-05-07 17:20:05 +02:00
Yao Wei Tjong 姚伟忠
252206a207
Decouple Physics subsystem from DetourCrowd implementation.
...
Also minor code clean up (dot the i's and cross the t's).
2015-05-07 16:52:18 +08:00
Lasse Öörni
f4b5ead164
On D3D11 & OpenGL3, convert luminance & luminance-alpha textures to RGBA on upload. Revert RampGenerator & Spot/SpotWide texture changes to use RGB format. Closes #718 .
2015-05-06 17:23:10 +03:00
Lasse Öörni
8f29e751b7
Fix memory leak in NavBuildData. Match capitalization of the CrowdNavigation help text in all versions.
2015-05-05 17:58:31 +03:00
Lasse Öörni
fe30619479
Merge remote-tracking branch 'JSandusky/DetourNavigation'
2015-05-05 14:53:10 +03:00
JSandusky
567a29d74e
Implementation of DetourCrowd and DetourTileCache
...
Added Components:
- DynamicNavigationMesh (uses DetourTileCache)
- Obstacle (interacts with DynamicNavigationMesh)
- DetourCrowdManager (uses DetourCrowd for crowd control)
- CrowdAgent (interacts with DetourCrowdManager)
- NavArea (marks area types)
Changes:
- Refactor NavigationMesh build process
- Addition of cylinder debug rendering
- Exposed Area Type Costs in navigation
CrowdNavigation sample for Lua, Angelscript, and C++ using
DynamicNavigationMesh, Obstacle, CrowdAgent, and DetourCrowdManager
components.
2015-05-04 22:14:00 -04:00
Lasse Öörni
c9bb360bf4
Fix AutoExposure shader on D3D11. Closes #714 .
2015-05-04 21:26:52 +03:00
Lasse Öörni
aa65cedefd
Add NOUV define to LitParticle, LitSolid & Unlit HLSL shaders when used as untextured, to prevent vertex layout creation problem on D3D11 when model has no UVs. Remove texcoords from the editor grid as they're no longer necessary. Closes #712 .
2015-04-29 20:09:18 +03:00
Lasse Öörni
ba777f0d17
Fix omissions in Lua VertexBuffer / IndexBuffer / Model bindings. Add 34_DynamicGeometry.lua example. Closes #704 .
2015-04-27 13:32:39 +03:00
Lasse Öörni
0235c02653
Expose Geometry, IndexBuffer & VertexBuffer to script, with VB & IB content access using VectorBuffer. AngelScript 34_DynamicGeometry example. Lua version to follow.
2015-04-27 10:29:38 +03:00
Lasse Öörni
97fb2638db
Add fill mode to materials.
2015-04-04 02:40:38 +03:00
Lasse Öörni
b26b2c470b
Fix Text shader non-SDF mode on OpenGL 3. Closes #685 .
2015-04-01 21:33:48 +03:00
Lasse Öörni
2961166acb
Graphics code cleanup. Remove the GraphicsFeatures event, as now the features can not change during runtime. Move all OpenGL extensions checks to CheckFeatureSupport(). Fix an AMD GLSL compilation bug, which caused buggy 4-sample shadows.
2015-03-31 23:06:09 +03:00
Lasse Öörni
73b0a8221a
Fix illegal use of texture3D on OpenGL 3. Closes #683 .
2015-03-25 14:18:33 +02:00
Lasse Öörni
d06ffe1445
Merge pull request #680 from urho3d/render-refactor
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Render refactor
2015-03-24 23:34:39 +02:00
Lasse Öörni
b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
2015-03-21 23:22:08 +02:00
Lasse Öörni
81e6647b60
Clean up OpenGL Graphics class code. Use core functions for instancing on OpenGL 3. Do not enable/disable texture targets on OpenGL 3. Removed the framebuffer aging mechanism; instead framebuffers are cleaned up on context loss (resolution change.) Disable OpenGL constant buffer use by default (from Uniforms.glsl) as they were found to be slower in practice.
2015-03-21 01:56:38 +02:00
Lasse Öörni
040b6263f5
Fix crash with null constant buffer slots.
2015-03-18 20:54:21 +02:00
Lasse Öörni
2cefd437de
Check if shader uses uniforms outside buffer and invalidate all parameter groups in that case, when switching shaders. Add define in Uniforms.glsl which allows to disable constant buffers on OpenGL 3, as using them may actually be slower.
2015-03-18 10:27:46 +02:00
Lasse Öörni
0e5a05afc7
OpenGL 3 constant buffer support.
2015-03-18 02:40:28 +02:00
Lasse Öörni
992cbcc73f
Fix GLSL deprecation warnings. OpenGL 3 clip plane support. Use R32F format on OpenGL 3 for deferred linear depth instead of manual RGB encoding & decoding.
2015-03-17 01:01:11 +02:00
Lasse Öörni
07a75dc37b
Initial OpenGL 3.2 support.
2015-03-16 23:36:35 +02:00
Lasse Öörni
2858755334
Log missing vertex element(s) when vertex layout fails to create. Add texcoords to the editor grid to keep D3D11 happy.
2015-03-15 00:23:49 +02:00
Lasse Öörni
3759570319
Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11.
2015-03-12 21:25:42 +02:00
Lasse Öörni
dffab8cff1
Add item to Edit menu ("Add children to SM-group") to add all children of the StaticModelGroup node as instances. Closes #676 .
2015-03-09 21:14:04 +02:00
Lasse Öörni
4e308f21c3
3D textures on D3D11. Fixed the ColorCorrection shader.
2015-03-08 20:16:15 +02:00
Lasse Öörni
72a153f1a3
Fix Tonemap shader for D3D11.
2015-03-08 16:23:23 +02:00
Lasse Öörni
871fc3abea
Fix erroneous UI rendering after compiling the Text shader, by listing texcoord interpolator before color.
2015-03-08 16:15:17 +02:00
Lasse Öörni
e106f1b389
D3D11 clip plane support. Check that multisample level is supported. Various shader fixes.
2015-03-08 02:57:08 +02:00
Lasse Öörni
b9278e0a94
Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation.
2015-03-07 23:02:31 +02:00
Lasse Öörni
988f1fdc33
Merge branch 'master' into render-refactor
2015-03-07 17:59:37 +02:00
Lasse Öörni
1c549bceee
Import also empty child nodes in AssetImporter scene mode, unless disabled with the -ne option. Refactor handling of the root scene node to prevent unnecessary creation of a duplicate root node. Do not attempt to parse .json files as XML in the editor resource browser. Closes #673 .
2015-03-07 13:36:27 +02:00
Lasse Öörni
6112220b16
Cube maps, point light shadows & deferred / light prepass rendering on D3D11.
2015-03-05 23:32:16 +02:00
Lasse Öörni
8b49a21587
Fix shadow alpha mask shader.
2015-03-05 00:42:19 +02:00
Lasse Öörni
4542e38b73
Fix terrain shader on D3D11.
2015-03-05 00:32:25 +02:00
Lasse Öörni
17cf79ab82
D3D11 rendertarget and initial shadow (directional & spot light) support. Fix creating too many rasterizer states for depth bias by quantizing. Fix crash on exit if states failed to create.
2015-03-05 00:21:21 +02:00
Lasse Öörni
6fd6efc4c3
Update PugiXml to 1.5. Do not attempt to parse .txt & .icns files as xml in the editor resource browser, to prevent log spam.
2015-03-04 16:10:21 +02:00
Lasse Öörni
e919935abd
Merge back D3D9 & D3D11 shaders using macros. Removed the "custom" constant buffer slot; rather allow to prevent the default material CB from being defined.
2015-03-02 03:39:21 +02:00
Lasse Öörni
73c847fbeb
Separate D3D11 shaders as the compatibility mode did not sample eg. the light ramp texture correctly.
2015-03-01 19:14:56 +02:00
Lasse Öörni
d7a16d6713
Fix potential negative specular lighting. Fix recreating the sampler state when a texture has been reloaded.
2015-03-01 14:08:01 +02:00
Lasse Öörni
a1d1f08190
Split uniforms into constant buffers on D3D11.
2015-02-28 21:09:41 +02:00
Lasse Öörni
0c48c9df87
Fix Assimp to not give negative light direction. Fix FOV handling for spot lights in AssetImporter. Added error prints to Editor if fails to execute AssetImporter. Closes #669 .
2015-02-24 12:19:25 +02:00
Lasse Öörni
9f129ecd51
Merge branch 'master' into render-refactor
2015-02-23 01:43:02 +02:00
Lasse Öörni
4fd2fe20b8
Fix Editor to not use the sm3Support variable any more.
2015-02-22 02:19:23 +02:00
Lasse Öörni
88080dad31
Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function.
2015-02-21 20:53:12 +02:00
Chris Friesen
28b511df32
Added copy cam transform to editor for easy cam alignment
2015-02-17 00:06:01 -06:00
Lasse Öörni
56f64c60b9
Texture unit refactoring. On desktop ensure continuous range of 8 material texture units, while mobile has 5. Material can define a volume (3D) texture in the volume unit (desktop only.)
2015-02-15 15:33:16 +02:00
Lasse Öörni
6be3b14855
Merge branch 'master' into render-refactor
2015-02-15 12:59:09 +02:00
Lasse Öörni
3f2f88441d
Enable cascaded shadows on Emscripten.
2015-02-14 23:30:22 +02:00
Chris Friesen
57eeeb84b1
Fix terrain shader in chrome by explicitly setting precision
2015-02-13 21:31:59 +08:00
Lasse Öörni
b96f47db61
Change order of matrix multiplies in GLSL to eliminate need to transpose matrix uniforms and make the order consistent with skinned & instanced rendering.
2015-02-12 00:05:32 +02:00
aster2013
392efab9d7
Change GetIntensity, make it same to Color::Luma().[ci skip]
2015-02-04 13:26:41 +08:00
aster2013
c8ed3759d8
Fix bug.[ci skip]
2015-02-03 19:36:28 +08:00
Lasse Öörni
5198313a93
Fix null exception in multiple nodes duplication. Closes #632 .
2015-01-26 01:12:05 +02:00
Lasse Öörni
dc39d9e17c
Fix wrong matrix math in gizmo scaling. Take zoom into account.
2015-01-21 12:12:47 +02:00
Lasse Öörni
895dfcdb3a
Fix gizmo scale in orthographic mode (ortho size not taken into account). Cleaned up gizmo scaling code to use camera view matrix. Closes #626 .
2015-01-20 18:03:28 +02:00
Chris Friesen
7376e24400
Editor - numpad camera modes focus selection
2015-01-20 00:33:00 -06:00
Chris Friesen
262bb942e4
Editor deselect all
2015-01-19 23:18:43 -06:00
Mike3D
6f7ff7f5f9
Simplify sample 18 for lua
2015-01-19 16:49:45 +01:00
Yao Wei Tjong 姚伟忠
cf79f6ce1e
Install CoreData and Data subdirs to 'share/Urho3D/Resources' instead.
...
Close #620 .
2015-01-19 20:36:10 +08:00
Yao Wei Tjong 姚伟忠
05dd995b85
Refactor all the codes and scripts to use the renamed 'bin' subdir.
2015-01-18 21:40:54 +08:00
Yao Wei Tjong 姚伟忠
05a8b79fd2
Rename "Bin" subdir to "bin".
2015-01-18 21:31:13 +08:00
Yao Wei Tjong 姚伟忠
f1e564fe00
Fix the directory name. [ci skip]
2014-03-05 12:33:30 +08:00
aster2013
058347b555
Don't export LuaScript to Lua API, make SetExecuteConsoleCommands GetExecuteConsoleCommands as global functions.
2014-03-05 12:17:07 +08:00
Lasse Öörni
8990f7129b
Fixed comment.
2014-03-04 22:16:52 +02:00
Lasse Öörni
554e19628e
Added Lua version of ConsoleInput sample.
2014-03-04 22:08:52 +02:00