2,064 Commits over 944 Days - 0.09cph!
Experiment with drawing scene capture render target onto canvas with correct blending
Gamma correct in passthrough material
Experiment with second render target to downscale and blend properly
Support coherent live view textures
Fix texture resize outline issue
Draw material thumbnails on UI
Set srgb setting when creating texture from render target
Add scale factor for creating texture from render target to solve aliasing issue
Render thumbnails for map editor materials. Add support for coherent preloaded images, fetched from texture asset library. Add import settings to texture asset so SRGB can be changed.
Remove native thumbnail renderer now that it can be done from C#
Destroy all actors in preview scene world to fix world not being garbage collected
Update scene capture contents every tick (until I fix UpdateDeferredCaptures not being called for preview scenes)
Fix components in preview scene not ticking
Add preview player model to test pocket world rendering. Save render targets to png.
Add PreviewScene entity. Allow entities to spawn inside pocket worlds.
Bind scene capture
Attach scene capture with render target to sandbox camera entity
Allow scene capture to hide owner
Ignore attach parent, not the scene capture owner
Hopefully fixed bug with MaterialFromTexture importer sometimes showing texture as white
Add create texture from render target
CreateTextureFromRenderTarget sets alpha channel to 255 (alpha is reversed)
Add fov angle to thumbnail rendering
Allow resolve addon with dependencies to have optional required addon
Add required gamemode section to start game menu when selected gamemode has editor tag
Load citizen player model outfit from clothing assets
Add UI modal for creating new emitter
Add particle emitter templates for new emitter modal
Add load asset modal
Try to load particle asset from modal selected path and filename
Hook up toolbar buttons to editor actions
Add required and spawn modules to module list UI
Allow multiple particle modules to be added on the native side for if/when we need it. Make remove module button functional.
Make module enable/disable toggle functional
Update asset module list when adding new module. Move event generator to top of module stack before updating module list (unreal bug that removes what it thinks is the type data module)
Make all module curves editable
Add inspector to particle editor ui
Particle editor UI progress. Show emitters and modules from an actual particle system asset. Add new modules from UI.
Add arcade cabinet assets
Rename Arcade GameAPI.Unreal to GameAPI.Engine
Add RefreshBoneTransforms to skeletal mesh entity, this is useful for when you want to disable ragdoll physics and not have it spazz out for a until next tick
Add dummy ui to capture mouse
Use orbit camera for ragdoll editor
Skeletal model post load calls embedded physics asset post load so constraints are fixed in editor
Update all asset library loaders on start game so new ones can be found when switching gamemodes
Commit lightmap texture (should probably warn when using an uncommited texture)
Move bsp reading to BspUtils addon (bsp reading across quake based engines is pretty much the same)
Default mass scale to 1 for physics asset importing
Add mass scale to physics body
Draw physics asset constraint limits
Add offset transform to physics asset constraint importing
Remove debug draw now that we can draw directly to the pdi
Weld with constraints when welding a model with bones (welds the root body for now, ragdolls can't be welded with solid welding)
Freeze/Unfreeze individual joints with grabber tool
Add bone grabbing to grabber tool
Save references to bodies and constraints in physics asset. Add json constructor to Angles.
Fix NRE when reloading skeletal model