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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
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141 changed files with 67 additions and 19491 deletions
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@ -37,9 +37,6 @@
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#include "T3D/gameBase/std/stdMoveList.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "T3D/components/coreInterfaces.h"
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#include "T3D/components/component.h"
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MODULE_BEGIN( ProcessList )
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MODULE_INIT
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@ -135,16 +132,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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if (!comp->isClientObject() || !comp->isActive())
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continue;
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UpdateInterface::all[i]->interpolateTick(mLastDelta);
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}
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// Inform objects of total elapsed delta so they can advance
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// client side animations.
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F32 dt = F32(timeDelta) / 1000;
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@ -158,19 +145,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj->advanceTime( dt );
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obj = obj->mProcessLink.next;
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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if (comp)
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{
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if (!comp->isClientObject() || !comp->isActive())
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continue;
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}
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UpdateInterface::all[i]->advanceTime(dt);
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}
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return ret;
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}
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