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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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Merged
Azaezel
merged 317 commits into
TorqueGameEngines:development
from
Areloch:Standardized_AB_AssetManagement
Apr 29, 2025
Merged
Updates most of the handling of asset types to follow a more standardized type-registration system. #1325
Azaezel
merged 317 commits into
TorqueGameEngines:development
from
Areloch:Standardized_AB_AssetManagement
Apr 29, 2025
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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.
missed that one
apply transform to root before importing scene
…impImporter-update Assimp importer update
…imp-cleanup final cleanup
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
cleanup of various calcs
…dMetal specular review
it was loading in the wrong colorspace, and there as a mix of texture/textureLOD refs leading to inconsistencies
…dMetal clean up brdf
…dMetal correct further flaws with albedo handling
courtessey marauder
…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
unmangle brdfTexture. again.
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
…userefactor Gametsctrl mouserefactor
…dFix fix forward cubemip
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
clean up shadergen ambient handling
…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
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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