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https://github.com/TorqueGameEngines/Torque3D.git
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rename core and tools modules and index files to match the directory
(ornery tool doesn't like case renames, so delete and readd)
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18a7e31991
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4 changed files with 0 additions and 134 deletions
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<ModuleDefinition
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ModuleId="CoreModule"
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VersionId="1"
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Description="Module that implements the core engine-level setup for the game."
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ScriptFile="Core"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy"
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Group="Core"/>
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function CoreModule::onCreate(%this)
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{
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// ----------------------------------------------------------------------------
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// Initialize core sub system functionality such as audio, the Canvas, PostFX,
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// rendermanager, light managers, etc.
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//
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// Note that not all of these need to be initialized before the client, although
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// the audio should and the canvas definitely needs to be. I've put things here
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// to distinguish between the purpose and functionality of the various client
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// scripts. Game specific script isn't needed until we reach the shell menus
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// and start a game or connect to a server. We get the various subsystems ready
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// to go, and then use initClient() to handle the rest of the startup sequence.
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//
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// If this is too convoluted we can reduce this complexity after futher testing
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// to find exactly which subsystems should be readied before kicking things off.
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// ----------------------------------------------------------------------------
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new Settings(ProjectSettings) { file = "core/settings.xml"; };
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ProjectSettings.read();
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ModuleDatabase.LoadExplicit( "Core_Rendering" );
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ModuleDatabase.LoadExplicit( "Core_Utility" );
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ModuleDatabase.LoadExplicit( "Core_GUI" );
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ModuleDatabase.LoadExplicit( "Core_Lighting" );
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ModuleDatabase.LoadExplicit( "Core_SFX" );
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ModuleDatabase.LoadExplicit( "Core_PostFX" );
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ModuleDatabase.LoadExplicit( "Core_GameObjects" );
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exec("data/defaults." @ $TorqueScriptFileExtension);
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%prefPath = getPrefpath();
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if ( isFile( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension ) )
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exec( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension );
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// Seed the random number generator.
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setRandomSeed();
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// Parse the command line arguments
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echo("\n--------- Parsing Arguments ---------");
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parseArgs();
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// The canvas needs to be initialized before any gui scripts are run since
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// some of the controls assume that the canvas exists at load time.
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createCanvas($appName);
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//load canvas
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//exec("./console/main." @ $TorqueScriptFileExtension);
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ModuleDatabase.LoadExplicit( "Core_Console" );
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// Init the physics plugin.
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physicsInit();
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sfxStartup();
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// Set up networking.
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setNetPort(0);
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// Start processing file change events.
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startFileChangeNotifications();
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// If we have editors, initialize them here as well
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if (isToolBuild())
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{
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if(isFile("tools/main." @ $TorqueScriptFileExtension) && !$isDedicated)
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exec("tools/main." @ $TorqueScriptFileExtension);
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}
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//This is used to build the remap keybind sets for the different actionMaps.
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$RemapCount = 0;
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}
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function CoreModule::onDestroy(%this)
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{
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}
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//-----------------------------------------------------------------------------
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// Called when the engine is shutting down.
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function onExit()
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{
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// Stop file change events.
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stopFileChangeNotifications();
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ModuleDatabase.UnloadExplicit( "Game" );
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}
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<ModuleDefinition
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ModuleId="ToolsModule"
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VersionId="1"
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Description="Module that implements the tools and editor suite."
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ScriptFile="Tools"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy"
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Group="Tools">
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<DeclaredAssets
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canSave="true"
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canSaveDynamicFields="true"
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Extension="asset.taml"
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Recurse="true" />
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</ModuleDefinition>
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function ToolsModule::onCreate(%this)
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{
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// ----------------------------------------------------------------------------
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// Initialize core sub system functionality such as audio, the Canvas, PostFX,
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// rendermanager, light managers, etc.
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//
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// Note that not all of these need to be initialized before the client, although
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// the audio should and the canvas definitely needs to be. I've put things here
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// to distinguish between the purpose and functionality of the various client
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// scripts. Game specific script isn't needed until we reach the shell menus
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// and start a game or connect to a server. We get the various subsystems ready
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// to go, and then use initClient() to handle the rest of the startup sequence.
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//
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// If this is too convoluted we can reduce this complexity after futher testing
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// to find exactly which subsystems should be readied before kicking things off.
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// ----------------------------------------------------------------------------
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//ModuleDatabase.LoadExplicit( "MainEditor" );
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//ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
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}
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function ToolsModule::onDestroy(%this)
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{
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}
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