34 Commits

Author SHA1 Message Date
parax0
b4855e37ed Disable gizmo mode actions when the selected nodes don't allow them 2015-12-06 22:44:56 -07:00
parax0
0da183b161 Set up CCamera, CLight, and CSceneNode to use mutable members for caching; modified CSceneNode to allow subclasses to change how transform is calculated 2015-12-06 21:23:52 -07:00
parax0
c260e547c9 Added support for preview scale on script templates 2015-11-29 04:28:10 -07:00
parax0
7622bb2032 Draw wire sphere on selected lights to visualize light radius 2015-11-29 03:00:18 -07:00
parax0
9b2dd838ea Don't render damageable trigger selection in game mode 2015-11-28 11:51:06 -07:00
parax0
9f7e304e41 Added CDamageableTriggerExtra 2015-11-28 11:37:22 -07:00
parax0
4f51451149 Added CDoorExtra 2015-11-27 16:52:38 -07:00
parax0
9494d2276d Bunch of backend rendering reshuffling; getting rid of DrawAsset, adding convenience functions, renaming some things 2015-11-27 16:28:35 -07:00
parax0
4bad61acec Camera orbit bugfixes 2015-11-27 14:18:22 -07:00
parax0
c549cdcf42 Added Script Extras system with classes for three objects (Waypoint, PointOfInterest, SpacePirate) 2015-11-27 11:49:20 -07:00
parax0
07e689071a More fixes 2015-11-27 05:26:32 -07:00
parax0
6ceb1b9230 Force world lighting in game mode 2015-11-26 03:46:09 -07:00
parax0
c132197df0 Draw selected nodes as tinted with wireframe, instead of drawing the bounding box 2015-11-26 03:42:42 -07:00
parax0
7a69346ff3 Added Game Mode in the World Editor 2015-11-26 02:05:26 -07:00
parax0
373426a98f Added the ability to do accurate raycasts against billboards 2015-11-25 14:37:34 -07:00
parax0
1fedc8f616 Added support for rendering billboards for script nodes instead of a model/box 2015-11-24 08:43:26 -07:00
parax0
5ffa24592c Cleanup; fixed tons of warnings, set up the project to treat warnings as errors 2015-11-24 03:22:37 -07:00
parax0
367cb6c3d8 Switched everything over from std::string to TString (farewell StringUtil!) 2015-11-23 23:08:31 -07:00
parax0
763d4b8b0a Added support for dynamic lighting in Metroid Prime 3 + some other dynamic lighting additions and fixes 2015-10-25 23:36:53 -06:00
parax0
d8ac185656 Implemented frustum culling 2015-09-27 16:02:53 -06:00
parax0
07d7f14dc7 Added support for loading DCLN files and displaying them in the World Editor 2015-09-26 16:55:14 -06:00
parax0
97ef20d0d2 Updated script templates to version 3 + added script template writer class 2015-09-17 23:53:53 -06:00
parax0
89c1654b6a Set up CBasicViewport to draw an XYZ axis overlay in the corner 2015-09-01 19:21:10 -04:00
parax0
ea7e4d2b25 Accidentally committed some experimental code... oops 2015-09-01 19:18:24 -04:00
parax0
dbf002d12a Split off lots of editor functionality into new abstract INodeEditor class and viewport functionality into CBasicViewport class; added viewport subclasses and undo/redo system in the World Editor 2015-09-01 13:05:48 -04:00
parax0
281a605586 Scale gizmo transform functionality implemented 2015-08-28 18:57:24 -04:00
parax0
614f73487e Rotate gizmo transform functionality implemented 2015-08-23 21:02:14 -04:00
parax0
3542759c74 Rendering fixes for script nodes and certain UV anim modes 2015-08-20 12:34:05 -04:00
parax0
63c8351dcf Translation gizmo transform functionality implemented 2015-08-19 21:01:58 -04:00
parax0
5977225aca Gizmo raycasting implemented 2015-08-17 14:10:42 -04:00
parax0
928381f8e4 Renderer changes; render buckets now use new abstract class IRenderable instead of CSceneNode to allow rendering non-nodes, plus renderer modified to easily allow multiple rendering passes overlaid on each other 2015-08-15 00:04:56 -04:00
parax0
ae0b6f97df Fixed issue where objects with bloom disabled would screw up bloom rendering 2015-07-29 12:49:53 -04:00
parax0
8804c436ed Bugfix - set blend mode before drawing script node bounding box 2015-07-27 00:22:08 -04:00
parax0
66e8c2ebcb Initial commit of current work on Prime World Editor 2015-07-26 17:39:49 -04:00