jmekaelthas
153cb27d78
Bugfix: fixed error in Inverse Kinematics constraint (animations with
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these constraint should look better now, although not yet perfect ;).
2015-11-29 19:34:03 +01:00
Nehon
1276dc583e
Point Of Interest light probe blending start of implementation : basic structure, probes selection and blend factor computation.
2015-11-29 16:09:32 +01:00
Nehon
9fd90ab799
Merge branch 'master' into PBRisComing
2015-11-26 21:00:39 +01:00
Nehon
6b262e56c8
Fixed the javadoc fixes :D
2015-11-26 21:00:27 +01:00
Nehon
e5608d6e38
Merge branch 'master' into PBRisComing
2015-11-26 20:48:01 +01:00
Nehon
2648f67b34
Javadoc in RenderManager : Fixed some typos and added some for light mode methods.
2015-11-26 20:47:44 +01:00
Nehon
52154e1cea
Introduced a LightProbeBlendingStrategy, that can be passed to the default light filter upon construction.
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It sets how multiple LightProbes will be blended or selected for the final render.
This is meant to be highly customizable as there are already several strategies with pros and cons in the industry and some may arise in the future.
2015-11-26 20:45:07 +01:00
Kirill Vainer
d5ba6b92bd
Merge pull request #384 from Dokthar/fix_physicsRigidBody_read
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fix #383 : in PhysicsRigidBody the old statement in read() (l.741) was always false
2015-11-22 12:49:33 -05:00
Paul Speed
197ed33c9e
Added some missing @Overrides and finals.
2015-11-22 05:23:24 -05:00
Paul Speed
388a8a8bd7
Added a bunch of lower level logging that can be
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used to either watch traffic or debug serialization
issues, etc..
Went ahead and instrumented the service manager while
I was at it... and fixed a potential NPE in the AbstractService's
toString() method.
Fixed a bug in the DefaultClient where it couldn't be shutdown
if attempted before the services had been started.
2015-11-22 05:13:12 -05:00
Dokthar
00c687b4d8
fix #383 : in PhysicsRigidBody the old statement in read() (l.741) was always false
2015-11-21 13:06:30 +01:00
Nehon
fcff7f6933
Merge branch 'master' into PBRisComing
2015-11-20 16:30:26 +01:00
Nehon
022899c199
Changed the way texture previews are done in the SDK.
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All texture loading is now done on JME's thread and not on the awt thread anymore to avoid to stall the UI when loading big textures.
2015-11-20 16:29:08 +01:00
Julien Gouesse
361cb0893a
Merge pull request #379 from davidB/fix_opengl3
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jogl: use pixel unit for window's dimension (fix issue on MaxOS X)
2015-11-20 14:04:32 +01:00
Nehon
cedb4d3c3e
Merge branch 'master' into PBRisComing
2015-11-20 09:00:23 +01:00
Nehon
50a9a8636b
HDRLoader, reverted the change that loaded the HDR files in sRGB space, since the specs says that data is in linear space for this format.
2015-11-20 08:59:42 +01:00
Nehon
ec8e7d6713
The LightProbe is now treated apart from other lights in the rendering pass as the Ambient light is and is always rendered on the first pass if there are several passes.
2015-11-19 22:33:45 +01:00
Nehon
6c2396f023
Used the proper Lod finction in the reflect debug material
2015-11-19 19:05:53 +01:00
Nehon
f010f1be59
Fixed an outstanding issue with PBR lighting that was screwing reflection with normal maps.
2015-11-19 19:05:20 +01:00
Nehon
31d271d972
Changed the way indirect lighting is toggled on or of, there was silly problems with previous commit.
2015-11-19 19:04:14 +01:00
Nehon
e438ad0928
LightProbe maps can now be re rendered in the engine and in the SDK
2015-11-19 11:39:41 +01:00
Nehon
20ec2f0797
Merge branch 'master' into PBRisComing
2015-11-18 15:07:48 +01:00
Nehon
822d327236
Image now properly save it's colorSpace when saved
2015-11-18 15:06:58 +01:00
Nehon
d92171b153
Fixed LightProbe Saving and Loading
2015-11-18 13:54:26 +01:00
Nehon
667afa9ef3
SDK : the probe radius is now a dashed lines cirle
2015-11-18 10:34:38 +01:00
Nehon
aa067ef60d
Merge branch 'master' into PBRisComing
2015-11-17 14:55:36 +01:00
Nehon
ad4634ce04
.hdr files are now loaded in sRGB color space as there is no reason it should be loaded in linear space.
2015-11-17 14:54:59 +01:00
Nehon
7734492c66
Some cleanup
2015-11-17 14:38:46 +01:00
Nehon
0929bb2845
Added a way to change the lightProbe radius in the property panel
2015-11-17 14:37:12 +01:00
Nehon
49c6705bcc
Better LightProbe radius shape
2015-11-17 14:36:24 +01:00
Nehon
866bf8d694
Added a light gizmo for light probe. Refactored the way light markers were done
2015-11-17 12:21:30 +01:00
Paul Speed
d57147e392
A small optimization. The BitmapTextPage does not
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require custom updates so it now signifies that.
2015-11-17 02:39:46 -05:00
Paul Speed
cde35a005a
Just fixing an indent.
2015-11-17 01:46:38 -05:00
Paul Speed
31cab674b3
Removing the dodgy 'optimization' that broke some people and caused other 'makeup' changes to better support the dodginess.
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(And I do realize I have the benefit of analyzing the aftermath, hindsight is 20/20, etc.) Included a big long comment about the right way to implement this optimization.
2015-11-16 03:03:53 -05:00
Paul Speed
3a4624a5fe
Added a bunch of javadoc and changed the names of one of the
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method sets to be a little less confusing.
2015-11-16 02:38:45 -05:00
Paul Speed
95aa2d72d0
Added a basic RMI service that uses the RPC service.
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I'll add some more javadoc in a sec.
2015-11-16 02:04:31 -05:00
Paul Speed
95603c46c4
Added a better check. The old one had the side-effect
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of registering the class if it wasn't already registered.
2015-11-16 02:03:27 -05:00
Nehon
ab981b76fc
Added a define to toggle indirect lighting on or off, depending if there is a light probe in the light list or not.
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However, this is not ideal, as this code will trigger a recompilation of the shader on each pass, in case there is more than 1 lighting pass.
Another way could be to multiply the indirect lighting contribution by the Ambient light color in the shader, and always perform the indirect lighting code (even without light probe).
As in the second pass ambient light is forced to 0, the indirect lighting contribution would be nullified. However we'd have to force ambient light to 0 if there are no light probe.
This would also have the nice side effect of having a way to dim or boost indirect lighting with the ambient light color.
2015-11-15 18:43:50 +01:00
Nehon
39fe8326ba
Added a progress handle for the environment map generation.
2015-11-15 08:51:59 +01:00
Paul Speed
dfe4b083f0
Added a check to try and detect the case where a server and
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a client are running on the same instance. This should cover
99% of the cases where this would come up... and the others
can't really use this service anyway and so must disable it.
2015-11-15 02:24:18 -05:00
Paul Speed
4b2f361026
Modified to skip registering the message classes if they are
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already registered. This avoids one of the issues of a client
running in the same JVM as a server that already registered these
classes. This was the easy fix.
2015-11-15 02:22:53 -05:00
Paul Speed
2c337123a9
Added a test/example of running a client and a server in the
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same JVM. a) this makes a good example of self-hosted style
LAN multiplayer games, and b) it causes the serialization bug
to show up so I can fix it. (Already fixed it and that commit
will be next... it's almost like TDD.)
2015-11-15 02:15:30 -05:00
Paul Speed
e832ad5c94
Added an isRunning() method so that other classes can
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check if the server is still running.
2015-11-15 02:14:26 -05:00
Paul Speed
17df399f68
Commented out the message class serialization and left
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a comment as to why: in 3.1 there is a default service
that automatically does this on clients.
2015-11-15 02:13:58 -05:00
Paul Speed
cea36ffc47
Added some more client-side error and connection handling
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to make a more complete example. It should now be relatively
well behaved through all normal shutdown paths.
Modified the server to gracefully close the client connections
when shutting down rather than just letting the sockets die.
2015-11-15 01:53:32 -05:00
Paul Speed
38fe771ed8
Modified the client state messages to include the chat
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instance in case we add a multi-client test.
2015-11-15 01:22:17 -05:00
Paul Speed
9e80d8a7aa
Beefing up the client server tests a little to add
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some listeners and to better report what's going on to the
console. This is in prep for making a combined test.
2015-11-15 01:20:28 -05:00
William Linna
c8a16c940f
Only interpolate if particles are in world space
2015-11-14 16:32:44 +02:00
William Linna
6075e4639d
Interpolate particle positions
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NOTE: This change is not invented by me. All credit goes to methusalah.
See this thread:
http://hub.jmonkeyengine.org/t/interpolation-of-particle-spawning-point/30385/7
2015-11-14 16:19:54 +02:00
Daniel Johansson
dc0bcb5d13
Resolves #378 , adding support for detecting ARMv8 on Android.
2015-11-12 15:11:41 +00:00