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Updates most of the handling of asset types to follow a more standardized type-registration system. #1325

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Areloch
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@Areloch Areloch commented Sep 28, 2024

Updates most of the handling of asset types to follow a more standardized type-registration system.
This streamlines much of the code and makes it easier to find and follow how different asset, object and file types are handled by the asset browser Also clears out various bits of cruft and old commented blocks of code

marauder2k7 and others added 30 commits December 5, 2024 00:17
changes per review, frustum wasnt dirty... i like it dirty
light movement now makes sense
…erialPreview-Skylight-fix

Material preview get skylight bake
…istenceManager, as well as a use-case of it for the surface field in ConvexShape
new /= operator in point4f
_calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max
_roundProjection matrix also optimized.
…m-shadowmapping-improvement

some enchancements for shadowmapping
assimp importer now works for the most part for fbx and gltf
animations for gltf still need to be sorted out
fix for mac and linux build
updated how animations are handled from assimp
gltf timing now correct
because of the convert to lefthand gltf all formats are good with Y_UP
fbx details matching for skinned meshes, gltf still offset
most uniform shape import across the formats....
cleanup types
cleanout unnecessary vars
only aboslutely necessary vars to collada utils remain, for tracking scale and up_axis etc.
apply transform to root before importing scene
…impImporter-update

Assimp importer update
image assets can now be bound to a named texture target
if used in a material the target needs to exist before the material is initialized
Azaezel and others added 25 commits March 22, 2025 10:00
cleanup of various calcs
it was loading in the wrong colorspace, and there as a mix of texture/textureLOD refs leading to inconsistencies
…dMetal

correct further flaws with albedo handling
…Skies

handle feeding a cubemap via 2d textures
Added PlatformTimer to GameTSCtrl to limit mouse move/drag callbacks.
also correct roughnessToMipLevel, specular tinting and missing horizon correction
Remove extraneous function makeScriptCall which is no longer used.
Replacing char* in callbacks with Point2I and Point3F classes for better readability and overhead
in case of temporary loss of the probe array, fall back to a (slightly) less arbitrary probemanager mip level as oposed to assuming 1 mip exists
flowMagnitude and ripplespeed can go negative
fallback needs to a) set the same value as elswhere. b) treat uniforms the same. c) exist on both ends to ensure order of ops doesn't mangle things
…ition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types
…ntrol

Standardized the image asset action menu and editing callbacks while leaving it open for modification/expansion later as needed
@Azaezel Azaezel merged commit 798936e into TorqueGameEngines:development Apr 29, 2025
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Azaezel added a commit to Azaezel/AAK that referenced this pull request Apr 29, 2025
Azaezel added a commit to Torque3DResources/AAK that referenced this pull request Apr 29, 2025
Azaezel added a commit to Azaezel/testMaps that referenced this pull request Apr 29, 2025
Azaezel added a commit to Torque3DResources/testMaps that referenced this pull request Apr 29, 2025
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6 participants