The game has *tons* of Lua scripts for event scripting, and are very
interesting to explore. I had to do manually call luadec before, but now
it should be much easier by automatically decompiling Lua scripts in the
Data Explorer.
It's temporarily disabled for now, because it doesn't work. But it does
disable the shape meshes so it doesn't bug out in-game, leaving it a
little less ugly.
I broke the lighting accidentally while messing around with Dawntrail,
it's now restored. Real textures are used for tile diffuse/normal
textures which shoud fix the appearances of some gear.
This along with other misc fixes by listening to the validation layers
"fixes" specular, but just for the skin. I need to do some more work to
figure out why it doesn't work for character shaders yet.
Also introduces new helper functions to Device to easily transition
textures and name them.
This takes the existing properties widget in the new material editor and
makes it reusable across multiple applications. It's now added to the
Armoury which shows the gear's used materials. It's also added to the
Data Explorer which now supports viewing material files.
I fixed the render viewport crashing when hiding it again, and made it
even more resilient.
This now splits up the rendering system into sensible parts, and makes
it easier to switch between the simple renderer and the new experimental
one. Lots of refactors I needed to do for a while are now done, too.
I started writing this late last year, and finally uploading parts of
it. Currently, doesn't work, but doesn't crash either. Enable it via
the NOVUS_USE_NEW_RENDERER environment variable.
The goal is to use the game's own shaders instead of creating our own,
it's lacking support for buffers with actual data in them and constants
so while it "works" nothing is displayed on screen yet.