Force proper update of box probe when attenuation changes

Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
This commit is contained in:
Areloch 2019-08-19 01:14:34 -05:00
parent ab9fc302fc
commit 600859bd63
162 changed files with 1198 additions and 3160 deletions

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function ImportTesting::onCreate(%this)
{
}
function ImportTesting::onDestroy(%this)
{
}

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@ -1,25 +0,0 @@
<ModuleDefinition
canSave="true"
canSaveDynamicFields="true"
ModuleId="ImportTesting"
VersionId="1"
Group="Game"
scriptFile="ImportTesting.cs"
CreateFunction="onCreate"
DestroyFunction="onDestroy">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
<AutoloadAssets
canSave="true"
canSaveDynamicFields="true"
AssetType="ComponentAsset"
Recurse="true" />
<AutoloadAssets
canSave="true"
canSaveDynamicFields="true"
AssetType="GUIAsset"
Recurse="true" />
</ModuleDefinition>

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@ -1,19 +0,0 @@
function Verve::create( %this )
{
exec("data/Verve/gui/verveCinematic.gui");
exec("data/Verve/scripts/server/verveCinematicController.cs");
exec("data/Verve/scripts/server/verveCinematicTrigger.cs");
exec("data/Verve/scripts/server/vervePathTutorialData.cs");
if(isObject(DatablockFilesList))
{
DatablockFilesList.add( "data/Verve/scripts/datablocks/verve/VerveActorData.cs" );
DatablockFilesList.add( "data/Verve/scripts/datablocks/verve/VervePathTutorialData.cs" );
}
}
function Verve::destroy( %this )
{
}

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<ModuleDefinition
ModuleId="Verve"
VersionId="1"
Description="Module that implements Verve."
ScriptFile="Verve.cs"
CreateFunction="create"
DestroyFunction="destroy"
Group="Game">
</ModuleDefinition>

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<?xml version="1.0" encoding="utf-8" ?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.0">
<asset>
<contributor>
<author />
<authoring_tool>Torque 3D 2009 Interior Exporter</authoring_tool>
<comments />
</contributor>
<created>8/09/2009 2:52:45 PM</created>
<modified>8/09/2009 2:52:45 PM</modified>
<revision />
<title />
<subject />
<keywords />
<unit meter="1.000000" />
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
<image id="PILLAR128X128G-Diffuse" name="PILLAR128X128G-Diffuse">
<init_from>file://PILLAR128X128G.png</init_from>
</image>
<image id="FULL128X128G-Diffuse" name="FULL128X128G-Diffuse">
<init_from>file://FULL128X128G.png</init_from>
</image>
<image id="BLACK-Diffuse" name="BLACK-Diffuse">
<init_from>file://BLACK.png</init_from>
</image>
</library_images>
<library_materials>
<material id="PILLAR128X128G" name="PILLAR128X128G">
<instance_effect url="#PILLAR128X128G-fx" />
</material>
<material id="FULL128X128G" name="FULL128X128G">
<instance_effect url="#FULL128X128G-fx" />
</material>
<material id="BLACK" name="BLACK">
<instance_effect url="#BLACK-fx" />
</material>
</library_materials>
<library_effects>
<effect id="PILLAR128X128G-fx" name="PILLAR128X128G-fx">
<profile_COMMON>
<technique sid="standard">
<phong>
<diffuse>
<texture texture="PILLAR128X128G-Diffuse" texcoord="CHANNEL0">
<extra>
<technique profile="MAYA">
<wrapU sid="wrapU0">TRUE</wrapU>
<wrapV sid="wrapV0">TRUE</wrapV>
<blend_mode>ADD</blend_mode>
</technique>
</extra>
</texture>
</diffuse>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="FULL128X128G-fx" name="FULL128X128G-fx">
<profile_COMMON>
<technique sid="standard">
<phong>
<diffuse>
<texture texture="FULL128X128G-Diffuse" texcoord="CHANNEL0">
<extra>
<technique profile="MAYA">
<wrapU sid="wrapU0">TRUE</wrapU>
<wrapV sid="wrapV0">TRUE</wrapV>
<blend_mode>ADD</blend_mode>
</technique>
</extra>
</texture>
</diffuse>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="BLACK-fx" name="BLACK-fx">
<profile_COMMON>
<technique sid="standard">
<phong>
<diffuse>
<texture texture="BLACK-Diffuse" texcoord="CHANNEL0">
<extra>
<technique profile="MAYA">
<wrapU sid="wrapU0">TRUE</wrapU>
<wrapV sid="wrapV0">TRUE</wrapV>
<blend_mode>ADD</blend_mode>
</technique>
</extra>
</texture>
</diffuse>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="Door-lib" name="DoorMesh">
<mesh>
<source id="Door-Position">
<float_array id="Door-Position-array" count="24">
2.0000 -0.2500 -2.0000
2.0000 -0.2500 2.0000
2.0000 0.2500 -2.0000
2.0000 0.2500 2.0000
-2.0000 -0.2500 -2.0000
-2.0000 0.2500 -2.0000
-2.0000 -0.2500 2.0000
-2.0000 0.2500 2.0000
</float_array>
<technique_common>
<accessor source="#Door-Position-array" count="8" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="Door-Normal">
<float_array id="Door-Normal-array" count="18">
1.0000 -0.0000 -0.0000
-1.0000 -0.0000 -0.0000
-0.0000 1.0000 -0.0000
-0.0000 -1.0000 -0.0000
-0.0000 -0.0000 1.0000
-0.0000 -0.0000 -1.0000
</float_array>
<technique_common>
<accessor source="#Door-Normal-array" count="6" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="Door-UV0">
<float_array id="Door-UV0-array" count="28">
5.7500 0.0000
5.7500 1.0000
6.0000 0.0000
6.0000 1.0000
-5.7500 0.0000
-6.0000 0.0000
-5.7500 1.0000
-6.0000 1.0000
1.0000 0.0000
0.0000 0.0000
1.0000 1.0000
0.0000 1.0000
8.0000 0.0000
8.0000 1.0000
</float_array>
<technique_common>
<accessor source="#Door-UV0-array" count="14" stride="2">
<param name="S" type="float" />
<param name="T" type="float" />
</accessor>
</technique_common>
</source>
<vertices id="Door-Vertex">
<input semantic="POSITION" source="#Door-Position" />
</vertices>
<triangles material="PILLAR128X128G" count="4">
<input semantic="VERTEX" offset="0" source="#Door-Vertex" />
<input semantic="NORMAL" offset="1" source="#Door-Normal" />
<input semantic="TEXCOORD" offset="2" set="0" source="#Door-UV0" />
<p>
3 0 3 1 0 1 0 0 0
2 0 2 3 0 3 0 0 0
7 1 7 5 1 5 4 1 4
6 1 6 7 1 7 4 1 4
</p>
</triangles>
<triangles material="FULL128X128G" count="4">
<input semantic="VERTEX" offset="0" source="#Door-Vertex" />
<input semantic="NORMAL" offset="1" source="#Door-Normal" />
<input semantic="TEXCOORD" offset="2" set="0" source="#Door-UV0" />
<p>
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7 2 10 3 2 11 5 2 8
1 3 10 6 3 11 4 3 9
0 3 8 1 3 10 4 3 9
</p>
</triangles>
<triangles material="BLACK" count="4">
<input semantic="VERTEX" offset="0" source="#Door-Vertex" />
<input semantic="NORMAL" offset="1" source="#Door-Normal" />
<input semantic="TEXCOORD" offset="2" set="0" source="#Door-UV0" />
<p>
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</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="RootNode" name="RootNode">
<node id="Door" name="Door">
<instance_geometry url="#Door-lib">
<bind_material>
<technique_common>
<instance_material symbol="PILLAR128X128G" target="#PILLAR128X128G" />
<instance_material symbol="FULL128X128G" target="#FULL128X128G" />
<instance_material symbol="BLACK" target="#BLACK" />
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#RootNode" />
</scene>
</COLLADA>

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@ -1,180 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.0">
<asset>
<contributor>
<author />
<authoring_tool>Torque 3D 2009 Interior Exporter</authoring_tool>
<comments />
</contributor>
<created>12/09/2009 9:50:04 AM</created>
<modified>12/09/2009 9:50:04 AM</modified>
<revision />
<title />
<subject />
<keywords />
<unit meter="1.000000" />
<up_axis>Z_UP</up_axis>
</asset>
<library_images>
<image id="DemoRoomLrg_PILLAR128X128G-Diffuse" name="DemoRoomLrg_PILLAR128X128G-Diffuse">
<init_from>file://PILLAR128X128G.png</init_from>
</image>
<image id="DemoRoomLrg_FULL128X128G-Diffuse" name="DemoRoomLrg_FULL128X128G-Diffuse">
<init_from>file://FULL128X128G.png</init_from>
</image>
</library_images>
<library_materials>
<material id="DemoRoomLrg_PILLAR128X128G" name="DemoRoomLrg_PILLAR128X128G">
<instance_effect url="#DemoRoomLrg_PILLAR128X128G-fx" />
</material>
<material id="DemoRoomLrg_FULL128X128G" name="DemoRoomLrg_FULL128X128G">
<instance_effect url="#DemoRoomLrg_FULL128X128G-fx" />
</material>
</library_materials>
<library_effects>
<effect id="DemoRoomLrg_PILLAR128X128G-fx" name="DemoRoomLrg_PILLAR128X128G-fx">
<profile_COMMON>
<technique sid="standard">
<phong>
<diffuse>
<texture texture="DemoRoomLrg_PILLAR128X128G-Diffuse" texcoord="CHANNEL0">
<extra>
<technique profile="MAYA">
<wrapU sid="wrapU0">TRUE</wrapU>
<wrapV sid="wrapV0">TRUE</wrapV>
<blend_mode>ADD</blend_mode>
</technique>
</extra>
</texture>
</diffuse>
</phong>
</technique>
</profile_COMMON>
</effect>
<effect id="DemoRoomLrg_FULL128X128G-fx" name="DemoRoomLrg_FULL128X128G-fx">
<profile_COMMON>
<technique sid="standard">
<phong>
<diffuse>
<texture texture="DemoRoomLrg_FULL128X128G-Diffuse" texcoord="CHANNEL0">
<extra>
<technique profile="MAYA">
<wrapU sid="wrapU0">TRUE</wrapU>
<wrapV sid="wrapV0">TRUE</wrapV>
<blend_mode>ADD</blend_mode>
</technique>
</extra>
</texture>
</diffuse>
</phong>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_geometries>
<geometry id="ElevatorPlatform_5c1b8cbb-lib" name="ElevatorPlatform_5c1b8cbbMesh">
<mesh>
<source id="ElevatorPlatform_5c1b8cbb-Position">
<float_array id="ElevatorPlatform_5c1b8cbb-Position-array" count="24">
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</float_array>
<technique_common>
<accessor source="#ElevatorPlatform_5c1b8cbb-Position-array" count="8" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="ElevatorPlatform_5c1b8cbb-Normal">
<float_array id="ElevatorPlatform_5c1b8cbb-Normal-array" count="18">
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-1.0000 -0.0000 -0.0000
-0.0000 1.0000 -0.0000
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</float_array>
<technique_common>
<accessor source="#ElevatorPlatform_5c1b8cbb-Normal-array" count="6" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="ElevatorPlatform_5c1b8cbb-UV0">
<float_array id="ElevatorPlatform_5c1b8cbb-UV0-array" count="16">
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</float_array>
<technique_common>
<accessor source="#ElevatorPlatform_5c1b8cbb-UV0-array" count="8" stride="2">
<param name="S" type="float" />
<param name="T" type="float" />
</accessor>
</technique_common>
</source>
<vertices id="ElevatorPlatform_5c1b8cbb-Vertex">
<input semantic="POSITION" source="#ElevatorPlatform_5c1b8cbb-Position" />
</vertices>
<triangles material="DemoRoomLrg_PILLAR128X128G" count="8">
<input semantic="VERTEX" offset="0" source="#ElevatorPlatform_5c1b8cbb-Vertex" />
<input semantic="NORMAL" offset="1" source="#ElevatorPlatform_5c1b8cbb-Normal" />
<input semantic="TEXCOORD" offset="2" set="0" source="#ElevatorPlatform_5c1b8cbb-UV0" />
<p>
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2 0 2 3 0 3 0 0 0
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</p>
</triangles>
<triangles material="DemoRoomLrg_FULL128X128G" count="4">
<input semantic="VERTEX" offset="0" source="#ElevatorPlatform_5c1b8cbb-Vertex" />
<input semantic="NORMAL" offset="1" source="#ElevatorPlatform_5c1b8cbb-Normal" />
<input semantic="TEXCOORD" offset="2" set="0" source="#ElevatorPlatform_5c1b8cbb-UV0" />
<p>
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</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_visual_scenes>
<visual_scene id="RootNode" name="RootNode">
<node id="ElevatorPlatform_5c1b8cbb" name="ElevatorPlatform_5c1b8cbb">
<instance_geometry url="#ElevatorPlatform_5c1b8cbb-lib">
<bind_material>
<technique_common>
<instance_material symbol="DemoRoomLrg_PILLAR128X128G" target="#DemoRoomLrg_PILLAR128X128G" />
<instance_material symbol="DemoRoomLrg_FULL128X128G" target="#DemoRoomLrg_FULL128X128G" />
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#RootNode" />
</scene>
</COLLADA>

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//--- Door.dae MATERIALS BEGIN ---
singleton Material(Door_PILLAR128X128G)
{
mapTo = "PILLAR128X128G";
diffuseMap[0] = "PILLAR128X128G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
singleton Material(Door_FULL128X128G)
{
mapTo = "FULL128X128G";
diffuseMap[0] = "FULL128X128G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
singleton Material(Door_BLACK)
{
mapTo = "BLACK";
diffuseMap[0] = "BLACK";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
//--- Door.dae MATERIALS END ---
//--- DemoRoomLrg.dae MATERIALS BEGIN ---
singleton Material(DemoRoomLrg_BLACK)
{
mapTo = "BLACK";
diffuseMap[0] = "BLACK";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
singleton Material(DemoRoomLrg_FULL128X128G)
{
mapTo = "FULL128X128G";
diffuseMap[0] = "FULL128X128G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
singleton Material(DemoRoomLrg_PILLAR128X128G)
{
mapTo = "PILLAR128X128G";
diffuseMap[0] = "PILLAR128X128G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
singleton Material(DemoRoomLrg_FULL64X64G)
{
mapTo = "FULL64X64G";
diffuseMap[0] = "FULL64X64G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
//--- DemoRoomLrg.dae MATERIALS END ---
//--- ElevatorPlatform.dae MATERIALS BEGIN ---
singleton Material(ElevatorPlatform_DemoRoomLrg_PILLAR128X128G)
{
mapTo = "DemoRoomLrg_PILLAR128X128G";
diffuseMap[0] = "PILLAR128X128G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
singleton Material(ElevatorPlatform_DemoRoomLrg_FULL128X128G)
{
mapTo = "DemoRoomLrg_FULL128X128G";
diffuseMap[0] = "FULL128X128G";
normalMap[0] = "";
specularMap[0] = "";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 8;
pixelSpecular[0] = false;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};
//--- ElevatorPlatform.dae MATERIALS END ---

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@ -1,43 +0,0 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GameTSCtrl(VerveCinematicGui) {
canSaveDynamicFields = "1";
Enabled = "1";
isContainer = "1";
Profile = "GuiContentProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
cameraZRot = "0";
forceFOV = "0";
helpTag = "0";
noCursor = "1";
new VFadeControl( VFadeControlGui ) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTransparentProfile";
HorizSizing = "width";
VertSizing = "height";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
};
};
//--- OBJECT WRITE END ---

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@ -1,68 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Load up all datablocks. This function is called when
// a server is constructed.
// Do the sounds first -- later scripts/datablocks may need them
exec("./audioProfiles.cs");
// LightFlareData and LightAnimData(s)
exec("./lights.cs");
// Do the various effects next -- later scripts/datablocks may need them
exec("./particles.cs");
exec("./environment.cs");
exec("./triggers.cs");
// Add a rigid example
exec("./rigidShape.cs");
exec("./health.cs");
// Load our supporting weapon datablocks, effects and such. They must be
// loaded before any weapon that uses them.
exec("./weapon.cs");
exec("./weapons/grenadefx.cs");
exec("./weapons/rocketfx.cs");
// Load the weapon datablocks
exec("./weapons/Lurker.cs");
exec("./weapons/Ryder.cs");
exec("./weapons/ProxMine.cs");
exec("./weapons/Turret.cs");
exec("./teleporter.cs");
// Load the default player datablocks
exec("./player.cs");
// Load our other player datablocks
exec("./aiPlayer.cs");
// Load the vehicle datablocks
exec("./vehicles/cheetahCar.cs");
// Load Verve Data.
exec("./verve/VerveActorData.cs");
exec("./verve/VervePathTutorialData.cs");

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@ -1,40 +0,0 @@
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function VHumanoidActorData::create( %dataBlock )
{
%actorObject = new VHumanoidActor()
{
dataBlock = %dataBlock;
};
return %actorObject;
}
//-----------------------------------------------------------------------------
datablock VHumanoidActorData( VSoldierActorData )
{
Category = "VActor";
ShapeFile = "data/Verve/art/shapes/actors/Soldier/soldier_rigged.DAE";
};

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@ -1,34 +0,0 @@
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock StaticShapeData( VervePathTutorial_DoorData )
{
Category = "VerveTutorialData";
shapeFile = "data/Verve/art/shapes/VervePathTutorial/Door.dae";
};
datablock StaticShapeData( VervePathTutorial_ElevatorPlatformData )
{
Category = "VerveTutorialData";
shapeFile = "data/Verve/art/shapes/VervePathTutorial/ElevatorPlatform.dae";
};

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@ -1,130 +0,0 @@
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
$Verve::CinematicController = 0;
//-----------------------------------------------------------------------------
function Verve::GetCinematicController()
{
// Valid Controller?
if ( !isObject( $Verve::CinematicController ) )
{
$Verve::CinematicController = new VController()
{
Class = "VerveCinematicController";
};
}
// Return Controller.
return $Verve::CinematicController;
}
//-----------------------------------------------------------------------------
// Verve::PlayCinematic( "sequences/BurgFlythrough.vsf" );
function Verve::PlayCinematic( %sequenceFile )
{
if ( !isFile( %sequenceFile ) )
{
error ( "Verve::PlayCinematic() - Invalid Sequence File." );
return 0;
}
// Fetch Controller.
%controller = Verve::GetCinematicController();
// Already Playing?
if ( %controller.isPlaying() )
{
error ( "Verve::PlayCinematic() - Cinematic in Progress." );
return 0;
}
// Load the Sequence.
if ( !%controller.readFile( %sequenceFile ) )
{
return 0;
}
// Stop Input.
if ( isObject( moveMap ) )
{
moveMap.pop();
}
// Store the Current Gui.
$Verve::StoredGui = Canvas.getContent();
// Valid GUI?
if ( !isObject( VerveCinematicGui ) )
{
// Execute GUI Script.
exec( "art/gui/VerveCinematic.gui" );
}
// Set the Cinematic Gui.
Canvas.setContent( VerveCinematicGui );
// Clear First Person.
%clientCount = ClientGroup.getCount();
for ( %i = 0; %i < %clientCount; %i++ )
{
// Fetch Client.
%clientConnection = ClientGroup.getObject( %i );
// Store Status.
%clientConnection.FirstPerson = %clientConnection.isFirstPerson();
// Clear.
%clientConnection.setFirstPerson( false );
}
// Play the Sequence.
%controller.play();
// Return the Controller.
return %controller;
}
//-----------------------------------------------------------------------------
function VerveCinematicController::onStop( %this )
{
// Reset First Person Status.
%clientCount = ClientGroup.getCount();
for ( %i = 0; %i < %clientCount; %i++ )
{
// Fetch Client.
%clientConnection = ClientGroup.getObject( %i );
// Reset.
%clientConnection.setFirstPerson( %clientConnection.FirstPerson );
}
// Reset the Canvas.
Canvas.setContent( $Verve::StoredGui );
// Resume Input.
if ( isObject( moveMap ) )
{
moveMap.push();
}
}

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@ -1,35 +0,0 @@
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock TriggerData( VerveCinematicTrigger )
{
Field = "Value";
};
//-----------------------------------------------------------------------------
function VerveCinematicTrigger::onEnterTrigger( %this, %trigger, %object )
{
// Play Sequence.
Verve::PlayCinematic( %trigger.SequenceFile );
}

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@ -1,34 +0,0 @@
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock StaticShapeData( VervePathTutorial_DoorData )
{
Category = "VerveTutorialData";
shapeFile = "art/shapes/VervePathTutorial/Door.dae";
};
datablock StaticShapeData( VervePathTutorial_ElevatorPlatformData )
{
Category = "VerveTutorialData";
shapeFile = "art/shapes/VervePathTutorial/ElevatorPlatform.dae";
};

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@ -1,85 +0,0 @@
<?xml version="1.0" ?>
<VerveControllerSequence Version="0.0.0a">
<Properties>
<Time>0</Time>
<Duration>1000</Duration>
<TimeScale>1</TimeScale>
<Loop>1</Loop>
<LoopBackwards>1</LoopBackwards>
<LoopCount>0</LoopCount>
<LoopDelay>500</LoopDelay>
<ResetOnCompletion>1</ResetOnCompletion>
</Properties>
<DataTable>
<DataItem Type="STATIC" Name="DoorGroup0_LeftPath" Value="DoorPath_Left" />
<DataItem Type="STATIC" Name="DoorGroup0_Left" Value="DoorShape0_Left" />
<DataItem Type="STATIC" Name="DoorGroup0_RightPath" Value="DoorPath_Right" />
<DataItem Type="STATIC" Name="DoorGroup0_Right" Value="DoorShape0_Right" />
</DataTable>
<VObject Type="VSceneObjectGroup">
<Properties>
<Enabled>1</Enabled>
<Label>DoorGroup0_Left</Label>
<Reference>DoorGroup0_Left</Reference>
</Properties>
<VObject Type="VMotionTrack">
<Properties>
<Enabled>1</Enabled>
<Label>MotionTrack</Label>
<Reference>DoorGroup0_LeftPath</Reference>
<OrientationMode>FREE</OrientationMode>
<OrientationData></OrientationData>
<Relative>0</Relative>
</Properties>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>0</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>1000</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
</VObject>
</VObject>
<VObject Type="VSceneObjectGroup">
<Properties>
<Enabled>1</Enabled>
<Label>DoorGroup0_Right</Label>
<Reference>DoorGroup0_Right</Reference>
</Properties>
<VObject Type="VMotionTrack">
<Properties>
<Enabled>1</Enabled>
<Label>MotionTrack</Label>
<Reference>DoorGroup0_RightPath</Reference>
<OrientationMode>FREE</OrientationMode>
<OrientationData></OrientationData>
<Relative>0</Relative>
</Properties>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>0</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>1000</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
</VObject>
</VObject>
</VerveControllerSequence>

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@ -1,87 +0,0 @@
<?xml version="1.0" ?>
<VerveControllerSequence Version="0.0.0a">
<Properties>
<Time>0</Time>
<Duration>1000</Duration>
<TimeScale>1</TimeScale>
<Loop>1</Loop>
<LoopBackwards>1</LoopBackwards>
<LoopDelay>500</LoopDelay>
<ResetOnCompletion>1</ResetOnCompletion>
<name>VerveEditorController</name>
<parentGroup>RootGroup</parentGroup>
<canSaveDynamicFields>1</canSaveDynamicFields>
</Properties>
<DataTable>
<DataItem Type="STATIC" Name="DoorGroup1_Right" Value="DoorShape1_Right" />
<DataItem Type="STATIC" Name="DoorGroup1_Left" Value="DoorShape1_Left" />
<DataItem Type="STATIC" Name="DoorGroup1_RightPath" Value="DoorPath_Right" />
<DataItem Type="STATIC" Name="DoorGroup1_LeftPath" Value="DoorPath_Left" />
</DataTable>
<VObject Type="VSceneObjectGroup">
<Properties>
<Enabled>1</Enabled>
<Label>DoorGroup1_Left</Label>
<Reference>DoorGroup1_Left</Reference>
</Properties>
<VObject Type="VMotionTrack">
<Properties>
<Enabled>1</Enabled>
<Label>MotionTrack</Label>
<Reference>DoorGroup1_LeftPath</Reference>
<OrientationMode>FREE</OrientationMode>
<OrientationData></OrientationData>
<Relative>1</Relative>
</Properties>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>0</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>1000</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
</VObject>
</VObject>
<VObject Type="VSceneObjectGroup">
<Properties>
<Enabled>1</Enabled>
<Label>DoorGroup1_Right</Label>
<Reference>DoorGroup1_Right</Reference>
</Properties>
<VObject Type="VMotionTrack">
<Properties>
<Enabled>1</Enabled>
<Label>MotionTrack</Label>
<Reference>DoorGroup1_RightPath</Reference>
<OrientationMode>FREE</OrientationMode>
<OrientationData></OrientationData>
<Relative>1</Relative>
</Properties>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>0</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>1000</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
</VObject>
</VObject>
</VerveControllerSequence>

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<?xml version="1.0" ?>
<VerveControllerSequence Version="0.0.0a">
<Properties>
<Time>0</Time>
<Duration>5000</Duration>
<TimeScale>1</TimeScale>
<Loop>0</Loop>
<LoopBackwards>0</LoopBackwards>
<LoopCount>-1</LoopCount>
<LoopDelay>0</LoopDelay>
<ResetOnCompletion>0</ResetOnCompletion>
<name>VerveEditorController</name>
<parentGroup>RootGroup</parentGroup>
<canSaveDynamicFields>1</canSaveDynamicFields>
</Properties>
<DataTable>
<DataItem Type="STATIC" Name="ElevatorPlatformGroup" Value="ElevatorPlatformShape" />
<DataItem Type="STATIC" Name="ElevatorPlatformGroupPath" Value="ElevatorPlatformPath" />
</DataTable>
<VObject Type="VSceneObjectGroup">
<Properties>
<Enabled>1</Enabled>
<Label>ElevatorPlatformGroup</Label>
<Reference>ElevatorPlatformGroup</Reference>
</Properties>
<VObject Type="VMotionTrack">
<Properties>
<Enabled>1</Enabled>
<Label>MotionTrack</Label>
<Reference>ElevatorPlatformGroupPath</Reference>
<OrientationMode>FREE</OrientationMode>
<OrientationData></OrientationData>
<Relative>0</Relative>
</Properties>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>0</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
<VObject Type="VMotionEvent">
<Properties>
<Enabled>1</Enabled>
<Label>MotionEvent</Label>
<TriggerTime>5000</TriggerTime>
<Duration>0</Duration>
</Properties>
</VObject>
</VObject>
</VObject>
</VerveControllerSequence>

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*.hlsl
*.glsl
*.h

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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function SpectatorGameplay::create( %this )
{
//server scripts
exec("./scripts/server/camera.cs");
exec("./scripts/server/DefaultGame.cs");
exec("./scripts/server/VolumetricFog.cs");
//add DBs
if(isObject(DatablockFilesList))
{
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/camera.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/defaultParticle.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/lights.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedDatablocks.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedDecalData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedForestItemData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedParticleData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedParticleEmitterData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/markers.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/ribbons.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/sounds.cs" );
}
if(isObject(LevelFilesList))
{
for( %file = findFirstFile( "data/spectatorGameplay/levels/*.mis" );
%file !$= "";
%file = findNextFile( "data/spectatorGameplay/levels/*.mis" ))
{
LevelFilesList.add(%file);
}
}
if (!$Server::Dedicated)
{
//client scripts
$KeybindPath = "data/spectatorGameplay/scripts/client/default.keybinds.cs";
exec($KeybindPath);
%prefPath = getPrefpath();
if(isFile(%prefPath @ "/keybinds.cs"))
exec(%prefPath @ "/keybinds.cs");
exec("data/spectatorGameplay/scripts/client/inputCommands.cs");
//guis
exec("./scripts/gui/playGui.gui");
exec("./scripts/gui/playGui.cs");
}
}
function SpectatorGameplay::destroy( %this )
{
}

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<ModuleDefinition
ModuleId="SpectatorGameplay"
VersionId="1"
Description="Default module for the game."
ScriptFile="SpectatorGameplay.cs"
CreateFunction="create"
DestroyFunction="destroy"
Group="Game"
Dependencies="UI=1">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
</ModuleDefinition>

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singleton TSShapeConstructor(Fog_CubeDAE)
{
baseShape = "./Fog_Cube.DAE";
lodType = "TrailingNumber";
neverImport = "env*";
loadLights = "0";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material( Corona_Mat )
{
emissive = true;
translucent = true;
mapTo = "corona.png";
diffuseMap[0] = "./corona.png";
materialTag0 = "FX";
};

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singleton Material(White)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/misc/white.png";
};
singleton Material(Grid_512_Gray)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/misc/512_grey.png";
};
singleton Material(Orange512_lines)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/misc/512_orange_lines.png";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This material should work fine for uniformly colored ribbons.
//Basic ribbon shader/////////////////////////////////////////////
new ShaderData( BasicRibbonShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderP.glsl";
samplerNames[0] = "$ribTex";
pixVersion = 2.0;
};
singleton CustomMaterial( BasicRibbonMat )
{
shader = BasicRibbonShader;
version = 2.0;
emissive[0] = true;
doubleSided = true;
translucent = true;
BlendOp = AddAlpha;
translucentBlendOp = AddAlpha;
preload = true;
};
// This material can render a texture on top of a ribbon.
//Texture ribbon shader/////////////////////////////////////////////
new ShaderData( TexturedRibbonShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderP.glsl";
samplerNames[0] = "$ribTex";
pixVersion = 2.0;
};
singleton CustomMaterial( TexturedRibbonMat )
{
shader = TexturedRibbonShader;
version = 2.0;
emissive[0] = true;
doubleSided = true;
translucent = true;
BlendOp = AddAlpha;
translucentBlendOp = AddAlpha;
sampler["ribTex"] = "data/spectatorGameplay/art/ribbons/ribTex.png";
preload = true;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(DefaultDecalRoadMaterial)
{
diffuseMap[0] = "data/spectatorGameplay/art/roads/defaultRoadTextureTop.png";
mapTo = "unmapped_mat";
materialTag0 = "RoadAndPath";
};
singleton Material(DefaultRoadMaterialTop)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/roads/defaultRoadTextureTop.png";
materialTag0 = "RoadAndPath";
};
singleton Material(DefaultRoadMaterialOther)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/roads/defaultRoadTextureOther.png";
materialTag0 = "RoadAndPath";
};

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# Keep directory in git repo

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(OctahedronMat)
{
mapTo = "green";
diffuseMap[0] = "camera";
translucent = "1";
translucentBlendOp = "LerpAlpha";
emissive = "0";
castShadows = "0";
colorMultiply[0] = "0 1 0 1";
};
singleton Material(SimpleConeMat)
{
mapTo = "blue";
diffuseMap[0] = "blue";
translucent = "0";
emissive = "1";
castShadows = "0";
};
//--- camera.dts MATERIALS BEGIN ---
singleton Material(CameraMat)
{
mapTo = "pasted__phongE1";
diffuseMap[0] = "camera";
diffuseColor[0] = "0 0.627451 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 211;
pixelSpecular[0] = 1;
emissive[0] = 1;
doubleSided = 1;
translucent = true;
translucentBlendOp = "LerpAlpha";
castShadows = false;
materialTag0 = "Miscellaneous";
};
//--- camera.dts MATERIALS END ---

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newmtl simplecone
Ka 0 0 0
Kd 0 0.501961 0.752941
Ks 0 0 0
Ni 1
Ns 400
Tf 1 1 1
d 1
map_Kd blue.jpg

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//-----------------------------------------------------------------------------
// Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
singleton CubemapData( BlankSkyCubemap )
{
cubeFace[0] = "./skybox_1";
cubeFace[1] = "./skybox_2";
cubeFace[2] = "./skybox_3";
cubeFace[3] = "./skybox_4";
cubeFace[4] = "./skybox_5";
cubeFace[5] = "./skybox_6";
};
singleton Material( BlankSkyMat )
{
cubemap = BlankSkyCubemap;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton CubemapData( NightCubemap )
{
cubeFace[0] = "./skybox_1";
cubeFace[1] = "./skybox_2";
cubeFace[2] = "./skybox_3";
cubeFace[3] = "./skybox_4";
cubeFace[4] = "./skybox_5";
cubeFace[5] = "./skybox_6";
};
singleton Material( NightSkyMat )
{
cubemap = NightCubemap;
materialTag0 = "Skies";
};
singleton Material( Moon_Glow_Mat )
{
baseTex = "./moon_wglow.png";
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
};
singleton Material( Moon_Mat )
{
baseTex = "./moon_noglow.png";
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
};

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<LevelAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="Empty_Room"
LevelFile="data/spectatorGameplay/levels/Empty_Room.mis"
LevelDescription="An empty room"
VersionId="1" />

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//--- OBJECT WRITE BEGIN ---
new Scene(Empty_RoomLevel) {
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
new LevelInfo(TheLevelInfo) {
nearClip = "0.1";
visibleDistance = "1000";
visibleGhostDistance = "0";
decalBias = "0.0015";
fogColor = "0.6 0.6 0.7 1";
fogDensity = "0";
fogDensityOffset = "700";
fogAtmosphereHeight = "0";
canvasClearColor = "0 0 0 255";
ambientLightBlendPhase = "1";
ambientLightBlendCurve = "0 0 -1 -1";
advancedLightmapSupport = "0";
soundDistanceModel = "Linear";
class = "DefaultGame";
canSave = "1";
canSaveDynamicFields = "1";
desc0 = "An empty room ready to be populated with Torque objects.";
Enabled = "1";
levelName = "Empty Room";
};
new SkyBox(theSky) {
Material = "BlankSkyMat";
drawBottom = "1";
fogBandHeight = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new Sun(theSun) {
azimuth = "230.396";
elevation = "45";
color = "0.968628 0.901961 0.901961 1";
ambient = "0.8 0.972549 0.996078 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
coronaEnabled = "1";
coronaScale = "0.5";
coronaTint = "1 1 1 1";
coronaUseLightColor = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "1024";
overDarkFactor = "3000 2000 1000 250";
shadowDistance = "400";
shadowSoftness = "0.25";
numSplits = "4";
logWeight = "0.96";
fadeStartDistance = "325";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new SimGroup(PlayerDropPoints) {
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
new SpawnSphere(DefaultCameraSpawnSphere) {
autoSpawn = "0";
spawnTransform = "0";
radius = "5";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
isAIControlled = "0";
dataBlock = "SpawnSphereMarker";
position = "0 -23.8079 2";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
homingCount = "0";
lockCount = "0";
};
};
new GroundPlane() {
squareSize = "128";
scaleU = "12";
scaleV = "12";
Material = "Grid_512_Gray";
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
};
};
//--- OBJECT WRITE END ---

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$PostFXManager::Settings::ColorCorrectionRamp = "data/postFX/art/null_color_ramp.png";
$PostFXManager::Settings::DOF::BlurCurveFar = "";
$PostFXManager::Settings::DOF::BlurCurveNear = "";
$PostFXManager::Settings::DOF::BlurMax = "";
$PostFXManager::Settings::DOF::BlurMin = "";
$PostFXManager::Settings::DOF::EnableAutoFocus = "1";
$PostFXManager::Settings::DOF::EnableDOF = "";
$PostFXManager::Settings::DOF::FocusRangeMax = "";
$PostFXManager::Settings::DOF::FocusRangeMin = "";
$PostFXManager::Settings::EnableDOF = "1";
$PostFXManager::Settings::EnableSSAO = "1";
$PostFXManager::Settings::EnableHDR = "1";
$PostFXManager::Settings::EnableLightRays = "0";
$PostFXManager::Settings::EnablePostFX = "1";
$PostFXManager::Settings::EnableVignette = "1";
$PostFXManager::Settings::HDR::adaptRate = "2";
$PostFXManager::Settings::HDR::blueShiftColor = "1.05 0.97 1.27";
$PostFXManager::Settings::HDR::brightPassThreshold = "1";
$PostFXManager::Settings::HDR::enableBloom = "1";
$PostFXManager::Settings::HDR::enableBlueShift = "0";
$PostFXManager::Settings::HDR::enableToneMapping = "0.346939";
$PostFXManager::Settings::HDR::gaussMean = "0";
$PostFXManager::Settings::HDR::gaussMultiplier = "0.3";
$PostFXManager::Settings::HDR::gaussStdDev = "0.8";
$PostFXManager::Settings::HDR::keyValue = "0.18";
$PostFXManager::Settings::HDR::minLuminace = "0.001";
$PostFXManager::Settings::HDR::whiteCutoff = "1";
$PostFXManager::Settings::LightRays::brightScalar = "0.75";
$PostFXManager::Settings::LightRays::decay = "1.0";
$PostFXManager::Settings::LightRays::density = "0.94";
$PostFXManager::Settings::LightRays::numSamples = "40";
$PostFXManager::Settings::LightRays::weight = "5.65";
$PostFXManager::Settings::SSAO::blurDepthTol = "0.001";
$PostFXManager::Settings::SSAO::blurNormalTol = "0.95";
$PostFXManager::Settings::SSAO::lDepthMax = "2";
$PostFXManager::Settings::SSAO::lDepthMin = "0.2";
$PostFXManager::Settings::SSAO::lDepthPow = "0.2";
$PostFXManager::Settings::SSAO::lNormalPow = "2";
$PostFXManager::Settings::SSAO::lNormalTol = "-0.5";
$PostFXManager::Settings::SSAO::lRadius = "1";
$PostFXManager::Settings::SSAO::lStrength = "10";
$PostFXManager::Settings::SSAO::overallStrength = "2";
$PostFXManager::Settings::SSAO::quality = "0";
$PostFXManager::Settings::SSAO::sDepthMax = "1";
$PostFXManager::Settings::SSAO::sDepthMin = "0.1";
$PostFXManager::Settings::SSAO::sDepthPow = "1";
$PostFXManager::Settings::SSAO::sNormalPow = "1";
$PostFXManager::Settings::SSAO::sNormalTol = "0";
$PostFXManager::Settings::SSAO::sRadius = "0.1";
$PostFXManager::Settings::SSAO::sStrength = "6";
$PostFXManager::Settings::Vignette::VMax = 1.04345;

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
if ( isObject( moveMap ) )
moveMap.delete();
new ActionMap(moveMap);
//------------------------------------------------------------------------------
// Non-remapable binds
//------------------------------------------------------------------------------
moveMap.bindCmd(keyboard, "escape", "", "Canvas.pushDialog(PauseMenu);");
//------------------------------------------------------------------------------
// Movement Keys
//------------------------------------------------------------------------------
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, left, moveleft );
moveMap.bind( keyboard, right, moveright );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, s, movebackward );
moveMap.bind( keyboard, up, moveforward );
moveMap.bind( keyboard, down, movebackward );
moveMap.bind( keyboard, e, moveup );
moveMap.bind( keyboard, c, movedown );
moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );
moveMap.bind( gamepad, thumbrx, "D", "-0.23 0.23", gamepadYaw );
moveMap.bind( gamepad, thumbry, "D", "-0.23 0.23", gamepadPitch );
moveMap.bind( gamepad, thumblx, "D", "-0.23 0.23", gamePadMoveX );
moveMap.bind( gamepad, thumbly, "D", "-0.23 0.23", gamePadMoveY );
moveMap.bind( gamepad, btn_a, jump );
moveMap.bindCmd( gamepad, btn_back, "disconnect();", "" );
moveMap.bindCmd(gamepad, dpadl, "toggleLightColorViz();", "");
moveMap.bindCmd(gamepad, dpadu, "toggleDepthViz();", "");
moveMap.bindCmd(gamepad, dpadd, "toggleNormalsViz();", "");
moveMap.bindCmd(gamepad, dpadr, "toggleLightSpecularViz();", "");
//------------------------------------------------------------------------------
// Mouse Trigger
//------------------------------------------------------------------------------
moveMap.bind( mouse, button0, mouseFire );
moveMap.bind( mouse, button1, altTrigger );
//------------------------------------------------------------------------------
// Gamepad Trigger
//------------------------------------------------------------------------------
moveMap.bind(gamepad, triggerr, gamepadFire);
moveMap.bind(gamepad, triggerl, gamepadAltTrigger);
moveMap.bind(keyboard, f, setZoomFOV);
moveMap.bind(keyboard, r, toggleZoom);
moveMap.bind( gamepad, btn_b, toggleZoom );
//------------------------------------------------------------------------------
// Camera & View functions
//------------------------------------------------------------------------------
moveMap.bind( keyboard, z, toggleFreeLook );
moveMap.bind(keyboard, tab, toggleFirstPerson );
moveMap.bind(keyboard, "alt c", toggleCamera);
moveMap.bind( gamepad, btn_back, toggleCamera );
//------------------------------------------------------------------------------
// Demo recording functions
//------------------------------------------------------------------------------
moveMap.bind( keyboard, F3, startRecordingDemo );
moveMap.bind( keyboard, F4, stopRecordingDemo );
//------------------------------------------------------------------------------
// Helper Functions
//------------------------------------------------------------------------------
moveMap.bind(keyboard, "F8", dropCameraAtPlayer);
moveMap.bind(keyboard, "F7", dropPlayerAtCamera);
GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions);
//------------------------------------------------------------------------------
// Debugging Functions
//------------------------------------------------------------------------------
GlobalActionMap.bind(keyboard, "ctrl F2", showMetrics);
GlobalActionMap.bind(keyboard, "ctrl F3", doProfile);
//------------------------------------------------------------------------------
// Misc.
//------------------------------------------------------------------------------
GlobalActionMap.bind(keyboard, "tilde", toggleConsole);
GlobalActionMap.bindCmd(keyboard, "alt k", "cls();","");
GlobalActionMap.bindCmd(keyboard, "alt enter", "", "Canvas.attemptFullscreenToggle();");

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