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updated from internal repo on 2024/11/06, rev 3d88ac71b14c53f13993848…
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NicSavichev committed Nov 6, 2024
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2 changes: 1 addition & 1 deletion DagorEngine.rev.txt
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fb616496d5090185ad0a3bf434e410a55f015cf1
3d88ac71b14c53f13993848988e2531e13355879
44 changes: 22 additions & 22 deletions _docs/source/assets/all-about-blk/application_blk.md
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Expand Up @@ -8,13 +8,13 @@ multiple blocks, each dedicated to specific functions and settings.

Below is a description of each block within the `application.blk` file:

## **Root Level Parameters**
## Root Level Parameters

- **collision**: Specifies the collision detection system to be used.
- **shaders**: Defines the path to the shaders.
- **useDynrend**: A boolean flag to enable or disable dynamic rendering.

## **dynamicDeferred{} Block**
## dynamicDeferred{} Block

This block configures settings for the dynamic deferred rendering system,
including supported options, default rendering options, debug display options,
Expand Down Expand Up @@ -69,7 +69,7 @@ and various rendering formats.
- **hdrMode, postfx, vsmAllowed, grassTranslucency**: Configures high dynamic
range mode, post-processing effects, VSM allowance, and grass translucency.

## **clipmap{} Block**
## clipmap{} Block

Configures settings for clipmap rendering, which is typically used for large
terrains.
Expand All @@ -82,13 +82,13 @@ terrains.
- **useUAVFeedback, useToroidalHeightmap**: Enables UAV feedback and toroidal
heightmap usage.

## **hdr_mode{} Block**
## hdr_mode{} Block

Specifies the high dynamic range mode settings.

- **ps3, real**: Enables specific HDR modes.

## **SDK{} Block**
## SDK{} Block

Defines settings related to the SDK (Software Development Kit).

Expand All @@ -102,7 +102,7 @@ Defines settings related to the SDK (Software Development Kit).
or asset that is included in the level export process.
- **tag**: Defines a certain tag.

## **game{} Block**
## game{} Block

Contains game-specific settings and paths.

Expand All @@ -113,14 +113,14 @@ Contains game-specific settings and paths.
- **texStreamingFile, texStreamingBlock, navmesh_layers**: Paths and settings
related to texture streaming and navigation mesh layers.

## **levelsBlkPrefix{} Block**
## levelsBlkPrefix{} Block

Configures prefix settings for level blocks.

- **useExportBinPath**: Enables the use of export binary path.
- **try**: Path to try for level export.

## **assets{} Block**
## assets{} Block

Defines the parameters and settings related to the handling of game assets,
including their types, base paths, export settings, impostor rendering
Expand Down Expand Up @@ -364,7 +364,7 @@ parameters, and build configurations.
- **writeDdsxTexPackVer**: Sets the version for writing DDS texture packs.
- **writeGameResPackVer**: Sets the version for writing game resource packs.

## **level_metrics{} Block**
## level_metrics{} Block

Defines metrics for levels and plugins.

Expand Down Expand Up @@ -394,33 +394,33 @@ Defines metrics for levels and plugins.
- **z_ratio_max**: Maximum ratio of the distance between far and near clipping
planes to the near clipping plane.

## **genObjTypes{} Block**
## genObjTypes{} Block

Lists general object types.

- **type**: Various object types used by the tools.

## **dagored_visibility_tags{} Block**
## dagored_visibility_tags{} Block

Configures visibility tags for different plugins.

- **plugin{} Block**: Names of plugins and their associated tags for visibility.

## **dagored_disabled_plugins{} Block**
## dagored_disabled_plugins{} Block

Lists plugins that are disabled.

- **disable**: Names of plugins that are disabled in the editor.

## **daEditorExportOrder{} Block**
## daEditorExportOrder{} Block

Defines the order in which various game elements and assets are exported by the
editor. This ensures that dependencies are resolved and that assets are
processed in the correct sequence.

- **plugin**: Specifies the plugins used by the editor in a specific sequence.

## **lightmap{} Block**
## lightmap{} Block

Configures settings for generating lightmaps, which are precomputed lighting
information used for static objects.
Expand All @@ -434,7 +434,7 @@ information used for static objects.
the resolution of the lightmaps used.
- **size**: Size of the lightmap texture.

## **projectDefaults{} Block**
## projectDefaults{} Block

Defines default project-wide settings.

Expand Down Expand Up @@ -484,7 +484,7 @@ Defines default project-wide settings.
- **preferZSTD**: Enables a preference for ZSTD compression algorithm.
- **preferZLIB**: Enables a preference for ZLIB compression algorithm.

## **shader_glob_vars_scheme{} Block**
## shader_glob_vars_scheme{} Block

Global shader variables configuration.

Expand All @@ -495,7 +495,7 @@ Global shader variables configuration.
Viewer*.
- **show_no_aa**: Controls the display of assets without anti-aliasing.

## **heightMap{} Block**
## heightMap{} Block

Configures settings for heightmaps, which define terrain elevation and other
surface details.
Expand Down Expand Up @@ -526,20 +526,20 @@ surface details.
- **gamma**: The gamma correction value.
- **iOS{} Block**, **and{} Block**: Platform-specific format settings.

## **additional_platforms{} Block**
## additional_platforms{} Block

Lists additional platforms for which the tools are configured.

- **platform**: Specifies the platform.

## **parameters{} Block**
## parameters{} Block

Defines general parameters for the tools.

- **maxTraceDistance**: Maximum distance for tracing operations, such as ray
casting.

## **AssetLight{} Block**
## AssetLight{} Block

Configures lighting assets, including dynamic cube textures and level of detail
(LOD) settings.
Expand All @@ -548,7 +548,7 @@ Configures lighting assets, including dynamic cube textures and level of detail
- **blur_lods**: Enables LOD blurring.
- **bound_with_camera**: Enables binding the lighting to the camera.

## **defProjectLocal{} Block**
## defProjectLocal{} Block

Defines local project settings, particularly camera control settings for
different types of camera modes.
Expand All @@ -566,7 +566,7 @@ different types of camera modes.
- **control_multiplier**: The multiplier for camera control, offering more
fine-grained control compared to the `freeCamera` settings.

## **animCharView{} Block**
## animCharView{} Block

Defines variables and first-person shooter (FPS) views for character animation.

Expand Down
2 changes: 1 addition & 1 deletion _docs/source/assets/lighting/flickering_lights.md
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Expand Up @@ -445,7 +445,7 @@ required.

### GameObjects

[Game Objects](../../dagor-tools/gameobj/gameobjects.md) are essentially
[*Game Objects*](../about-assets/gameobjects/gameobjects.md) are essentially
placeholders, containers, or dummies with the same name as the related template.
They are used to position objects in the environment or to add them to template
composites. GameObjects provide the matrix information needed to trigger effects
Expand Down
9 changes: 6 additions & 3 deletions _docs/source/assets/lighting/lights.md
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Expand Up @@ -185,9 +185,12 @@ negatively impact gameplay. Adjust emission to be as subtle as possible.

To add a light source to a composite object, create a gameObject for it and
place it in `*/develop/assets/common/gameRes/gameObjects` directory. Name the
file: `template_name.gameObj.blk`. For more information on what a
[gameObj](../../dagor-tools/gameobj/gameobjects.md) is, refer to the relevant
documentation.
file: `template_name.gameObj.blk`.

```{seealso}
For more information, see
[gameObjects](../about-assets/gameobjects/gameobjects.md).
```

If the light source is used with a dynamic model (which cannot be drawn in
*daEditor*), you can add the following line to the `gameObj` to display the
Expand Down
6 changes: 4 additions & 2 deletions _docs/source/assets/lighting/lights_creation_guide.md
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Expand Up @@ -103,8 +103,10 @@ article](../shaders/dng-shaders/rendinst_emissive.md).

## GameObj

For more information on gameObj, see the
[GameObj](../../dagor-tools/gameobj/gameobjects.md) article.
```{seealso}
For more information, see
[gameObjects](../about-assets/gameobjects/gameobjects.md).
```

Create a gameObj for both the light source and the dynamic visual model. In
*daNetGame*-based projects, for example, they are located here:
Expand Down
5 changes: 5 additions & 0 deletions prog/1stPartyLibs/daScript/daslib/das_source_formatter.das
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Expand Up @@ -702,6 +702,11 @@ def need_spaces_around(ctx: FormatterCtx; index: int): bool
return false
if t.isInType && (t.str == ":" || t.str == "<" || t.str == ">" || t.str == ">>" || t.str == ">>>" || empty(t.str))
return false
if index < length(ctx.tokens) - 1
assume next = ctx.tokens[index + 1]
if t.str == "@" && next.tokenType == TokenType KEYWORD_OR_IDENTIFIER
return false

return true


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1 change: 1 addition & 0 deletions prog/1stPartyLibs/daScript/include/daScript/ast/ast.h
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Expand Up @@ -1394,6 +1394,7 @@ namespace das
bool completion = false; // this code is being compiled for 'completion' mode
bool export_all = false; // when user compiles, export all (public?) functions
bool serialize_main_module = true; // if false, then we recompile main module each time
bool keep_alive = false; // produce keep-alive noodes
// error reporting
int32_t always_report_candidates_threshold = 6; // always report candidates if there are less than this number
// infer passes
Expand Down
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Expand Up @@ -381,6 +381,7 @@ namespace das
virtual ExpressionPtr clone( const ExpressionPtr & expr = nullptr ) const override;
void autoDereference();
virtual SimNode * simulate (Context &) const override { return nullptr; }
SimNode * keepAlive ( Context &, SimNode * result ) const;
virtual ExpressionPtr visit(Visitor & vis) override;
virtual string describe() const;
virtual bool rtti_isCallLikeExpr() const override { return true; }
Expand Down
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