mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 14:43:47 +00:00
commit
3082bb3adc
28 changed files with 132 additions and 74 deletions
58
CONTRIBUTING.md
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58
CONTRIBUTING.md
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@ -0,0 +1,58 @@
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|||
# Torque 3D contribution guidelines
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||||
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||||
So you want to help Torque out by contributing to the repo? That's awesome!
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We just ask that you'd give this document a quick read to get yourself familiar with the process.
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Do you want to [request a feature](#request-a-feature)?
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Create a [pull-request](#create-a-pull-request) to contribute your own code to the engine?
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[Report an issue](#report-an-issue) you've discovered?
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## Report an issue
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||||
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||||
Before you report an issue with the engine, please [search](https://github.com/GarageGames/Torque3D/issues) and quickly make sure someone else hasn't obviously reported it.
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If you're not sure if it's the same issue, go ahead and comment on it!
|
||||
Once you're certain you've found a new issue, hit the [big green button](https://github.com/GarageGames/Torque3D/issues/new) and please include the following information:
|
||||
|
||||
* Your platform and compiler, if you're not using a precompiled binary
|
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* Steps to reproduce the issue, if _at all_ possible
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* If it's related to graphics, your GFX card and driver details.
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## Create a pull-request
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|
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We ask that potential contributors read our [pull-request guidelines](http://torque3d.org/contribute/#pull-request-guide) before opening a PR.
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We also have some [code style guidelines](https://github.com/GarageGames/Torque3D/wiki/Code-Style-Guidelines).
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Here's a quick guide to the branches in this repo that you might think of targeting a PR at:
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### The master branch
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The repository's `master` branch is where we make releases.
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It's supposed to be stable at all times - or as stable as we can make it - and only gets updated when a new version comes out.
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Any pull-requests to the master branch will have to be rejected - sorry :(.
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### The development branch
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The `development` branch is where most development happens.
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It is the target for the next 'middle' version of the engine (the 6 in 3.6.1, for example).
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This means we will add new features, and refactor code if it doesn't break existing games made with the engine _too_ much*.
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Most pull requests to `development` can be accepted if we like your code - unless they would potentially break users' games.
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*How much is _too_ much is for the Steering Committee to decide.
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|
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### The development-3.6 branch
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The `development-3.6` branch is where we will make bugfixes and small patches to the previous stable 'middle' version.
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This branch is where the 'small' versions will be created - 3.6.2, 3.6.3, etcetera.
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So if you have a bugfix or tiny enhancement that doesn't require anyone to change their game, it'd be best appreciated in this branch.
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### TLDR
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|
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Don't make any PRs to `master`.
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PR new features and large fixes/refactorings to `development`.
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PR bugfixes to `development-3.6`.
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## Request a feature
|
||||
|
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We ask that all feature requests be discussed in the [GarageGames forums](http://www.garagegames.com/community/forums), our [IRC channel](http://torque3d.wikidot.com/community:chat), or on our [UserVoice feature request voting page](https://garagegames.uservoice.com/forums/178972-torque-3d-mit/filters/top) before making an issue here.
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If your idea is popular, we'll hear of it and probably make an issue ourselves, if we agree.
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Even better - don't request a feature, start working on it!
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This engine isn't going to improve itself ;).
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@ -99,7 +99,6 @@ DebrisData::DebrisData()
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friction = 0.2f;
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numBounces = 0;
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bounceVariance = 0;
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minSpinSpeed = maxSpinSpeed = 0.0;
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staticOnMaxBounce = false;
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explodeOnMaxBounce = false;
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snapOnMaxBounce = false;
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|
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@ -659,11 +658,7 @@ void Debris::onRemove()
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}
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}
|
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|
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if( getSceneManager() )
|
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getSceneManager()->removeObjectFromScene(this);
|
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|
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if( getContainer() )
|
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getContainer()->removeObject(this);
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removeFromScene();
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|
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Parent::onRemove();
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}
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|
|
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|
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@ -964,10 +964,7 @@ void Explosion::onRemove()
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mMainEmitter = NULL;
|
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}
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|
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if (getSceneManager() != NULL)
|
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getSceneManager()->removeObjectFromScene(this);
|
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if (getContainer() != NULL)
|
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getContainer()->removeObject(this);
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removeFromScene();
|
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|
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Parent::onRemove();
|
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}
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|
|
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|
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@ -415,11 +415,7 @@ void Splash::onRemove()
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|
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ringList.clear();
|
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|
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if( getSceneManager() )
|
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getSceneManager()->removeObjectFromScene(this);
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|
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if( getContainer() )
|
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getContainer()->removeObject(this);
|
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removeFromScene();
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|
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Parent::onRemove();
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}
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|
|
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|
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@ -110,7 +110,7 @@ GuiObjectView::GuiObjectView()
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{
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mCameraMatrix.identity();
|
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mCameraRot.set( 0.0f, 0.0f, 3.9f );
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mCameraPos.set( 0.0f, 1.75f, 1.25f );
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mCameraPos.set( 0.0f, 0.0f, 0.0f );
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mCameraMatrix.setColumn( 3, mCameraPos );
|
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mOrbitPos.set( 0.0f, 0.0f, 0.0f );
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|
||||
|
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@ -520,9 +520,9 @@ void GuiObjectView::renderWorld( const RectI& updateRect )
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(
|
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gClientSceneGraph,
|
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SPT_Diffuse,
|
||||
SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
|
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SceneCameraState( GFX->getViewport(), frust, MatrixF::Identity, GFX->getProjectionMatrix() ),
|
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renderPass,
|
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false
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true
|
||||
);
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|
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// Set up our TS render state here.
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|
|
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|
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@ -356,6 +356,7 @@ PlayerData::PlayerData()
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decalID = 0;
|
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decalOffset = 0.0f;
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|
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actionCount = 0;
|
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lookAction = 0;
|
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|
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// size of bounding box
|
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|
|
@ -3691,7 +3692,7 @@ bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
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|
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void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fsp, bool forceSet)
|
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{
|
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if (!mDataBlock || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
|
||||
if (!mDataBlock || !mDataBlock->actionCount || (mActionAnimation.action == action && mActionAnimation.forward == forward && !forceSet))
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return;
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|
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if (action >= PlayerData::NumActionAnims)
|
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|
|
|
|||
|
|
@ -92,7 +92,7 @@ ConsoleDocClass( RigidShapeData,
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"@see RigidShape\n"
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"@see ShapeBase\n\n"
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|
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"@ingroup Platform\n"
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"@ingroup Physics\n"
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);
|
||||
|
||||
|
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|
|
@ -149,7 +149,7 @@ ConsoleDocClass( RigidShape,
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"@see RigidShapeData\n"
|
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"@see ShapeBase\n\n"
|
||||
|
||||
"@ingroup Platform\n"
|
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"@ingroup Physics\n"
|
||||
);
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -91,7 +91,9 @@ void SFX3DObject::getEarTransform( MatrixF& transform ) const
|
|||
if ( !shapeInstance )
|
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{
|
||||
// Just in case.
|
||||
transform = mObject->getTransform();
|
||||
GameConnection* connection = dynamic_cast<GameConnection *>(NetConnection::getConnectionToServer());
|
||||
if ( !connection || !connection->getControlCameraTransform( 0.0f, &transform ) )
|
||||
transform = mObject->getTransform();
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -702,41 +702,9 @@ bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
|
|||
|
||||
if ( mCollisionType == Bounds )
|
||||
{
|
||||
F32 st, et, fst = 0.0f, fet = 1.0f;
|
||||
F32 *bmin = &mObjBox.minExtents.x;
|
||||
F32 *bmax = &mObjBox.maxExtents.x;
|
||||
F32 const *si = &start.x;
|
||||
F32 const *ei = &end.x;
|
||||
|
||||
for ( U32 i = 0; i < 3; i++ )
|
||||
{
|
||||
if (*si < *ei)
|
||||
{
|
||||
if ( *si > *bmax || *ei < *bmin )
|
||||
return false;
|
||||
F32 di = *ei - *si;
|
||||
st = ( *si < *bmin ) ? ( *bmin - *si ) / di : 0.0f;
|
||||
et = ( *ei > *bmax ) ? ( *bmax - *si ) / di : 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( *ei > *bmax || *si < *bmin )
|
||||
return false;
|
||||
F32 di = *ei - *si;
|
||||
st = ( *si > *bmax ) ? ( *bmax - *si ) / di : 0.0f;
|
||||
et = ( *ei < *bmin ) ? ( *bmin - *si ) / di : 1.0f;
|
||||
}
|
||||
if ( st > fst ) fst = st;
|
||||
if ( et < fet ) fet = et;
|
||||
if ( fet < fst )
|
||||
return false;
|
||||
bmin++; bmax++;
|
||||
si++; ei++;
|
||||
}
|
||||
|
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info->normal = start - end;
|
||||
info->normal.normalizeSafe();
|
||||
getTransform().mulV( info->normal );
|
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F32 fst;
|
||||
if (!mObjBox.collideLine(start, end, &fst, &info->normal))
|
||||
return false;
|
||||
|
||||
info->t = fst;
|
||||
info->object = this;
|
||||
|
|
|
|||
|
|
@ -1155,7 +1155,7 @@ void TurretShape::unpackUpdate(NetConnection *connection, BitStream *stream)
|
|||
void TurretShape::getWeaponMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat )
|
||||
{
|
||||
// Returns mount point to world space transform
|
||||
if ( index >= 0 && index < SceneObject::NumMountPoints) {
|
||||
if ( index >= 0 && index < ShapeBase::MaxMountedImages) {
|
||||
S32 ni = mDataBlock->weaponMountNode[index];
|
||||
if (ni != -1) {
|
||||
MatrixF mountTransform = mShapeInstance->mNodeTransforms[ni];
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|
|
@ -1180,7 +1180,7 @@ void TurretShape::getWeaponMountTransform( S32 index, const MatrixF &xfm, Matrix
|
|||
void TurretShape::getRenderWeaponMountTransform( F32 delta, S32 mountPoint, const MatrixF &xfm, MatrixF *outMat )
|
||||
{
|
||||
// Returns mount point to world space transform
|
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if ( mountPoint >= 0 && mountPoint < SceneObject::NumMountPoints) {
|
||||
if ( mountPoint >= 0 && mountPoint < ShapeBase::MaxMountedImages) {
|
||||
S32 ni = mDataBlock->weaponMountNode[mountPoint];
|
||||
if (ni != -1) {
|
||||
MatrixF mountTransform = mShapeInstance->mNodeTransforms[ni];
|
||||
|
|
|
|||
|
|
@ -41,10 +41,10 @@
|
|||
/// code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
|
||||
///
|
||||
/// Version number is major * 1000 + minor * 100 + revision * 10.
|
||||
#define TORQUE_GAME_ENGINE 3610
|
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#define TORQUE_GAME_ENGINE 3620
|
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|
||||
/// Human readable engine version string.
|
||||
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.1"
|
||||
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.2"
|
||||
|
||||
/// Gets the engine version number. The version number is specified as a global in version.cc
|
||||
U32 getVersionNumber();
|
||||
|
|
|
|||
|
|
@ -696,7 +696,7 @@ DefineEngineFunction(makeFullPath, String, ( const char* path, const char* cwd )
|
|||
"@ingroup FileSystem")
|
||||
{
|
||||
static const U32 bufSize = 512;
|
||||
char *buf = Con::getReturnBuffer(buf);
|
||||
char *buf = Con::getReturnBuffer(bufSize);
|
||||
Platform::makeFullPathName(path, buf, bufSize, dStrlen(cwd) > 1 ? cwd : NULL);
|
||||
return buf;
|
||||
}
|
||||
|
|
@ -723,7 +723,7 @@ DefineEngineFunction(pathConcat, String, ( const char* path, const char* file),,
|
|||
"@ingroup FileSystem")
|
||||
{
|
||||
static const U32 bufSize = 1024;
|
||||
char *buf = Con::getReturnBuffer(buf);
|
||||
char *buf = Con::getReturnBuffer(bufSize);
|
||||
Platform::makeFullPathName(file, buf, bufSize, path);
|
||||
return buf;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2225,7 +2225,10 @@ DefineEngineMethod( GuiCanvas, reset, void, (),,
|
|||
}
|
||||
|
||||
DefineEngineMethod( GuiCanvas, getCursorPos, Point2I, (),,
|
||||
"@brief Get the current position of the cursor.\n\n"
|
||||
"@brief Get the current position of the cursor in screen-space. Note that this position"
|
||||
" might be outside the Torque window. If you want to get the position within the Canvas,"
|
||||
" call screenToClient on the result.\n\n"
|
||||
"@see Canvas::screenToClient()\n\n"
|
||||
"@param param Description\n\n"
|
||||
"@tsexample\n"
|
||||
"%cursorPos = Canvas.getCursorPos();\n"
|
||||
|
|
|
|||
|
|
@ -1427,6 +1427,7 @@ bool GuiControl::cursorInControl()
|
|||
if (! root) return false;
|
||||
|
||||
Point2I pt = root->getCursorPos();
|
||||
pt = root->getPlatformWindow() ? root->getPlatformWindow()->screenToClient(pt) : pt;
|
||||
Point2I extent = getExtent();
|
||||
Point2I offset = localToGlobalCoord(Point2I(0, 0));
|
||||
if (pt.x >= offset.x && pt.y >= offset.y &&
|
||||
|
|
|
|||
|
|
@ -368,7 +368,7 @@ void ProcessedFFMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBloc
|
|||
result.blendDefined = true;
|
||||
result.blendEnable = true;
|
||||
result.blendSrc = GFXBlendOne;
|
||||
result.blendSrc = GFXBlendOne;
|
||||
result.blendDest = GFXBlendZero;
|
||||
}
|
||||
|
||||
// This is here for generic FF shader fallbacks.
|
||||
|
|
|
|||
|
|
@ -328,6 +328,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
|
|||
if ( features.hasFeature( MFT_UseInstancing ) &&
|
||||
mMaxStages == 1 &&
|
||||
!mMaterial->mGlow[0] &&
|
||||
!mMaterial->mDynamicCubemap &&
|
||||
shaderVersion >= 3.0f )
|
||||
fd.features.addFeature( MFT_UseInstancing );
|
||||
|
||||
|
|
|
|||
|
|
@ -122,7 +122,6 @@ void RenderBinManager::internalAddElement(RenderInst* inst)
|
|||
mElementList.increment();
|
||||
MainSortElem &elem = mElementList.last();
|
||||
elem.inst = inst;
|
||||
elem.key = elem.key2 = 0;
|
||||
|
||||
elem.key = inst->defaultKey;
|
||||
elem.key2 = inst->defaultKey2;
|
||||
|
|
|
|||
|
|
@ -371,7 +371,6 @@ Marker::Marker()
|
|||
mTypeMask |= MarkerObjectType;
|
||||
|
||||
mSeqNum = 0;
|
||||
mSmoothingType = SmoothingTypeLinear;
|
||||
mMSToNext = 1000;
|
||||
mSmoothingType = SmoothingTypeSpline;
|
||||
mKnotType = KnotTypeNormal;
|
||||
|
|
|
|||
|
|
@ -784,7 +784,7 @@ bool TSMesh::castRayRendered( S32 frame, const Point3F & start, const Point3F &
|
|||
// gonna depend on what kind of primitive it is...
|
||||
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
|
||||
{
|
||||
for ( S32 j = 0; j < draw.numElements-2; j++)
|
||||
for ( S32 j = 0; j < draw.numElements-2; j += 3 )
|
||||
{
|
||||
idx0 = indices[drawStart + j + 0];
|
||||
idx1 = indices[drawStart + j + 1];
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
Torque 3D v3.6.1
|
||||
Torque 3D v3.6.2
|
||||
================
|
||||
|
||||
MIT Licensed Open Source version of [Torque 3D](http://www.garagegames.com/products/torque-3d) from [GarageGames](http://www.garagegames.com)
|
||||
|
|
@ -21,7 +21,9 @@ Pre-compiled Version
|
|||
|
||||
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself:
|
||||
|
||||
* [Complete Torque 3D 3.6.1 zip package](http://mit.garagegames.com/Torque3D-3-6-1.zip) with updated TorqueScript documentation, the *Project Manager*, and compiled versions of the templates.
|
||||
* [Torque 3D 3.6 Full template](http://mit.garagegames.com/Torque3D-3-6-1-FullTemplate.zip), which contains precompiled binaries.
|
||||
* [Complete Torque 3D 3.6 zip package](http://mit.garagegames.com/Torque3D-3-6-1.zip) containing the contents of this repository.
|
||||
* [Windows binaries for 3.6.2](https://github.com/GarageGames/Torque3D/releases/tag/v3.6.2) which you can drop into your existing script projects.
|
||||
* [Torque 3D Project Manager v2.1](http://mit.garagegames.com/T3DProjectManager-2-1.zip) on its own for use in your T3D forks.
|
||||
|
||||
If you're looking for an older release see the [Torque 3D Archive](https://github.com/GarageGames/Torque3D/wiki/Torque-3D-Archive)
|
||||
|
|
|
|||
|
|
@ -23,6 +23,8 @@
|
|||
modal = "True";
|
||||
helpTag = "0";
|
||||
expression = "10";
|
||||
command = "Canvas.popDialog(FrameOverlayGui);";
|
||||
accelerator = "escape";
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
|
|||
|
|
@ -20,6 +20,11 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$PostFXManager::Settings::EnableDOF = "0";
|
||||
$PostFXManager::Settings::EnabledSSAO = "0";
|
||||
$PostFXManager::Settings::EnableHDR = "0";
|
||||
$PostFXManager::Settings::EnableLightRays = "0";
|
||||
$PostFXManager::Settings::EnablePostFX = "0";
|
||||
$PostFXManager::Settings::DOF::BlurCurveFar = "";
|
||||
$PostFXManager::Settings::DOF::BlurCurveNear = "";
|
||||
$PostFXManager::Settings::DOF::BlurMax = "";
|
||||
|
|
@ -59,4 +64,4 @@ $PostFXManager::Settings::SSAO::sNormalPow = "1";
|
|||
$PostFXManager::Settings::SSAO::sNormalTol = "0";
|
||||
$PostFXManager::Settings::SSAO::sRadius = "0.1";
|
||||
$PostFXManager::Settings::SSAO::sStrength = "6";
|
||||
$PostFXManager::Settings::ColorCorrectionRamp = "core/scripts/client/postFx/null_color_ramp.png";
|
||||
$PostFXManager::Settings::ColorCorrectionRamp = "core/scripts/client/postFx/null_color_ramp.png";
|
||||
|
|
|
|||
|
|
@ -441,7 +441,12 @@ GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions);
|
|||
//------------------------------------------------------------------------------
|
||||
// Debugging Functions
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
function showMetrics(%val)
|
||||
{
|
||||
if(%val)
|
||||
metrics("fps gfx shadow sfx terrain groundcover forest net");
|
||||
}
|
||||
GlobalActionMap.bind(keyboard, "ctrl F2", showMetrics);
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
//
|
||||
|
|
|
|||
|
|
@ -45,6 +45,12 @@ function loadStartup()
|
|||
//SFXPlayOnce(AudioGui, "art/sound/gui/startup");//SFXPlay(startsnd);
|
||||
}
|
||||
|
||||
function StartupGui::onWake(%this)
|
||||
{
|
||||
$enableDirectInput = "1";
|
||||
activateDirectInput();
|
||||
}
|
||||
|
||||
function StartupGui::click(%this)
|
||||
{
|
||||
%this.done = true;
|
||||
|
|
|
|||
|
|
@ -23,6 +23,8 @@
|
|||
modal = "True";
|
||||
helpTag = "0";
|
||||
expression = "10";
|
||||
command = "Canvas.popDialog(FrameOverlayGui);";
|
||||
accelerator = "escape";
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
|
|||
|
|
@ -20,6 +20,11 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$PostFXManager::Settings::EnableDOF = "0";
|
||||
$PostFXManager::Settings::EnabledSSAO = "0";
|
||||
$PostFXManager::Settings::EnableHDR = "0";
|
||||
$PostFXManager::Settings::EnableLightRays = "0";
|
||||
$PostFXManager::Settings::EnablePostFX = "0";
|
||||
$PostFXManager::Settings::DOF::BlurCurveFar = "";
|
||||
$PostFXManager::Settings::DOF::BlurCurveNear = "";
|
||||
$PostFXManager::Settings::DOF::BlurMax = "";
|
||||
|
|
@ -59,4 +64,4 @@ $PostFXManager::Settings::SSAO::sNormalPow = "1";
|
|||
$PostFXManager::Settings::SSAO::sNormalTol = "0";
|
||||
$PostFXManager::Settings::SSAO::sRadius = "0.1";
|
||||
$PostFXManager::Settings::SSAO::sStrength = "6";
|
||||
$PostFXManager::Settings::ColorCorrectionRamp = "core/scripts/client/postFx/null_color_ramp.png";
|
||||
$PostFXManager::Settings::ColorCorrectionRamp = "core/scripts/client/postFx/null_color_ramp.png";
|
||||
|
|
|
|||
|
|
@ -615,7 +615,12 @@ GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions);
|
|||
//------------------------------------------------------------------------------
|
||||
// Debugging Functions
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
function showMetrics(%val)
|
||||
{
|
||||
if(%val)
|
||||
metrics("fps gfx shadow sfx terrain groundcover forest net");
|
||||
}
|
||||
GlobalActionMap.bind(keyboard, "ctrl F2", showMetrics);
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
//
|
||||
|
|
|
|||
|
|
@ -45,6 +45,12 @@ function loadStartup()
|
|||
//SFXPlayOnce(AudioGui, "art/sound/gui/startup");//SFXPlay(startsnd);
|
||||
}
|
||||
|
||||
function StartupGui::onWake(%this)
|
||||
{
|
||||
$enableDirectInput = "1";
|
||||
activateDirectInput();
|
||||
}
|
||||
|
||||
function StartupGui::click(%this)
|
||||
{
|
||||
%this.done = true;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue