Commit Graph

9612 Commits

Author SHA1 Message Date
Lasse Öörni
061e68d0d1 Multi-copy & paste in the editor. 2011-10-13 20:01:35 +00:00
Lasse Öörni
0bbf38fcf5 Added script function to add a drawable to an octree manually.
Added an event for AnimatedModel hierarchy creation to remove need for special case attribute edit handling.
2011-10-13 17:26:08 +00:00
Lasse Öörni
2bf69034c2 If only node(s) selected, show their first component(s) for editing if possible. 2011-10-13 06:59:01 +00:00
Lasse Öörni
fd13f46170 Renamed EditorCamera.as to EditorView.as.
Split editor settings handling into a separate file.
2011-10-12 23:04:44 +00:00
Lasse Öörni
e9f6407de2 Multi-node movement by Ctrl + arrows. 2011-10-12 22:59:47 +00:00
Lasse Öörni
4dd0c17651 Editor multi-edit & multi-delete.
Reversed node selection logic: select nodes by default, and components when Shift is held down. This is to avoid mistakenly deleting components and leaving nodes intact when intending to do a node multi-delete.
2011-10-12 22:15:38 +00:00
Lasse Öörni
58843be1fa Initial multiselection in the editor. 2011-10-12 13:17:04 +00:00
Lasse Öörni
2d2acbda3d Added Node::GetComponents() to the script API.
Added qualifier mode QUAL_ANY for the menu accelerators, which accepts any accelerator combination, including none pressed.
Removed setting "Select components instead of nodes" from the editor. Rather components are selected by default, and nodes are selected by holding Shift or Ctrl while clicking.
2011-10-11 21:22:55 +00:00
Lasse Öörni
7c42215d98 Fixed possible normal map Z reconstruction overflow.
Fixed font size inconsistencies in the editor node window. Increased attribute name font size.
Merged Light's cascade split attributes into one Vector4 attribute.
Show local ID's in the editor in a more readable way.
2011-10-10 19:10:27 +00:00
Lasse Öörni
3a55958c5b Fixed camera reacquiring in TestSceneOld. 2011-10-10 06:40:57 +00:00
Lasse Öörni
407ffc684b Do not close the scene hierarchy or node/component edit window with ESC. 2011-10-09 17:43:59 +00:00
Lasse Öörni
d9524b79ad Added light & zone picking to editor. 2011-10-09 17:17:09 +00:00
Lasse Öörni
31efab5d65 Moved SetSortChildren() to UIElement public API and exposed it to script.
Added layout skipping optimizations to UI::GetElementAt().
2011-10-09 10:30:52 +00:00
Lasse Öörni
6c5d216c27 Added local axis movement mode to the editor.
Optimized UI child element queries and sorting.
2011-10-08 22:24:21 +00:00
Lasse Öörni
1039a2703d Register physics joints in similar manner as rigid bodies and collision shapes. Clean up PhysicsWorld destructor. 2011-10-08 11:33:24 +00:00
Lasse Öörni
4c03639fed Explicitly register CollisionShapes to the physics world to avoid a recursive scene query when drawing physics debug geometry. 2011-10-08 11:22:44 +00:00
Lasse Öörni
26618f0705 Further optimization of physics trimesh debug geometry drawing. 2011-10-08 08:45:54 +00:00
Lasse Öörni
ce5a45d10f Fixed cloned geometries (for morphing) missing raw data.
Removed unused member variables from Model.
2011-10-08 08:22:05 +00:00
Lasse Öörni
16b8bddde4 Fixed SetDataRange() in OGLVertexBuffer & OGLIndexBuffer.
Code cleanup.
2011-10-07 22:58:30 +00:00
Lasse Öörni
90596a064a Use a memory pool in OGLGraphics for discard lock buffers.
Include file reordering.
2011-10-07 22:36:06 +00:00
Lasse Öörni
a9c5641371 Return to xGxR encoded normal maps and separate specular maps.
Instead of double buffered VBOs, avoid glMapBuffer & glUnmapBuffer in "discard" mode and use a CPU-side buffer instead.
Reduce UI & DebugRenderer vertex buffer size if grossly too large.
Updated documentation. Suggest AMD's Compressonator utility for normal map processing.
2011-10-07 21:30:02 +00:00
Lasse Öörni
1ec66fff16 Fixed setting data on default pool textures. 2011-10-06 20:12:15 +00:00
Lasse Öörni
5134b9a778 Do not release shader resources from the cache when reloading them, as subsystems and material passes often hold references to shader variations instead, making the shaders appear unreferenced. 2011-10-06 16:41:23 +00:00
Lasse Öörni
8448502918 Added flushing to log output. 2011-10-05 22:29:13 +00:00
Lasse Öörni
aec8534665 Fixed resource dump display.
Slightly more accurate memory use calculations for resources.
2011-10-05 20:33:43 +00:00
Lasse Öörni
41b001f995 Fixed Direct3D build. 2011-10-05 19:03:34 +00:00
Lasse Öörni
0bf24ed126 Fixed index double buffer resize.
Removed unused GetHash() function from VertexBuffer.
Removed unnecessary glBindBuffer() calls.
2011-10-05 18:04:55 +00:00
Lasse Öörni
9b1efd6a8f Use double buffering to simulate LOCK_DISCARD behavior on OpenGL to avoid GPU stall. 2011-10-05 13:51:40 +00:00
Lasse Öörni
2f74622427 Converted DebugGeometry to use a vertex buffer instead of using immediate rendering.
Removed immediate rendering.
2011-10-05 07:05:33 +00:00
Lasse Öörni
3536cbc977 Fixed setting the UI vertex buffer on OpenGL. 2011-10-05 06:33:08 +00:00
Lasse Öörni
71d2e019e6 Use a vertex buffer for UI rendering instead of several immediate mode draw operations. The vertex buffer is locked and updated once per frame, instead of several smaller locks. 2011-10-04 21:49:22 +00:00
Lasse Öörni
9add70d3be Added guard against duplicate component creation in NinjaSnowWar game objects, for possible future load/save feature. 2011-10-04 19:49:14 +00:00
Lasse Öörni
593ce78eaf Refactored temporary shadow camera creation. 2011-10-04 19:41:46 +00:00
Lasse Öörni
37621a0c4b Removed View friend class from Renderer. Made more Renderer functions public, as they can be usable also outside of View.
As they are potentially dangerous, made the execution nesting level related functions private in Script, and added ScriptFile as a friend class.
2011-10-04 19:24:07 +00:00
Lasse Öörni
7a45a5b33a Made internal event handling functions private in Object & Context.
Refactored NinjaSnowWar game object classes to use Start() function for initialization.
2011-10-04 18:48:42 +00:00
Lasse Öörni
653327dd15 Added E_NETWORKUPDATESENT event.
Added direct script access to the Controls object of Connection, instead of going through setter & getter.
Improved NinjaSnowWar controls responsiveness during low FPS, by checking for action button presses separately, and accumulating button presses for networking.
2011-10-04 16:26:19 +00:00
Lasse Öörni
4e18121be0 Updated documentation. 2011-10-04 06:50:01 +00:00
Lasse Öörni
74b995c29a Use 2 shadow map samples in fallback mode. 2011-10-04 06:48:13 +00:00
Lasse Öörni
534546f78e Fixed node ID reassigning logic. 2011-10-03 17:27:14 +00:00
Lasse Öörni
00a86d3a3f Fixed 4-sample shadow map offset on OpenGL. 2011-10-03 16:13:45 +00:00
Lasse Öörni
0c22a1076b Disallow 1-sample shadow mode when hardware PCF not supported.
Fixed OBB debug drawing.
2011-10-03 15:16:58 +00:00
Lasse Öörni
1421058c9f Even more optimization of the shadow mapping shader. In 4 sample mode, pre-adjust the shadow map coordinates on the CPU. 2011-10-03 08:21:26 +00:00
Lasse Öörni
d51452b6bd Further optimization of the shadow mapping shader. 2011-10-03 06:50:36 +00:00
Lasse Öörni
2ae6aa0b2b Restored missing comment. 2011-10-02 23:11:19 +00:00
Lasse Öörni
c880535788 Optimized shadow mapping instruction count & performance on non-NVIDIA GPUs. 2011-10-02 21:51:20 +00:00
Lasse Öörni
41b67a245a Use more aggressive LOD on Jack.mesh. 2011-10-02 14:58:03 +00:00
Lasse Öörni
7f09ddcb14 Simplified shader register mapping code. 2011-10-02 14:12:30 +00:00
Lasse Öörni
7d96303e39 Finalized support for overlapping Direct3D9 shader parameters, or the same shader parameters using different registers in different shaders. 2011-10-02 11:17:45 +00:00
Lasse Öörni
0e84c54306 Added shader parameter register count information in the D3D shader file format.
Added tracking of last assigned shader parameter per hardware register to D3D9Graphics. This allows reusing shader registers for different parameters in different shaders.
Removed the ElapsedTime shader parameter, as wrapping it is problematic depending on the calculations it would be used for.
Removed support for bool & int shader parameters from Graphics, as bool constants are not supported in OpenGL 2.0, and int parameters are not (at least currently) needed, and can lead to worse performance.
2011-10-01 09:28:27 +00:00
Lasse Öörni
af890623a8 Fixed batch state sorting.
Tidied up lighting shader #ifdefs.
2011-09-30 11:01:41 +00:00