Been remiss in updating folks on progress here, since things ramped up a bit on the gamedev side for a bit there, so:
A couple of folks now have asked about subsurface scattering. After quite a bit of research, that doesn't seem to be a PBR concept. Instead, most advice is to simply tint the albedo/diffuse. That being said, did go ahead and allow that feature to tint reflections specifically so there's a separate effect there for folks to play with.
Speaking of effects, been promising to throw over that per-object instance damage fork as a proper feature-set for a while now, and since the one up didn't account for normals, and needed to convert it to handle smoothness/metalness anyway, went ahead and threw that in (and tacked on a mindamage that can be used for either previewing, or saved out for variations on a theme.
Uses a simple lerp for smooth transitions.
On the experimental-tech front: https://github.com/Azaezel/Torque3D/tre ... robeLights
explores the feasibility of using the cubemap cookie code already present in pointlights (with a few tweaks, like jury rigging a variation of it specifically for probes, running it through the cook-torrence method, and pointing those at dynamiccubemaps) in order to derive reflections in a projective manner, which should better handle things like terrain, objects rendering reflections of themselves into the sides facing away from the center point of the projection like we get with envVolumes, and the general need to have the origin-point for those enclosed within volumes to detect which singular gets applied.
Observed flaws: 1) Should derive that from a lower level class to cut out the overhead. 2) Should create a 'cage' for it, so that the 'camera' locations are at the edges to prevent players passing through the center an causing clipped projections of themselves in projected reflections. 3) While there is code to blend general level or envVolume environment maps into the lightmap buffer (we weren't using the lightbuffer.a channel for anything, so we embed directional attenuation there and pass that along for blending), need to do a better job there of accounting for distance however.
Finally, ran the codebase through https://vld.codeplex.com/
and knocked out a few leaks, including one more with the compositetexture implementation.