mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Merge branch 'GarageGames/development' into ueberengine-dev
This commit is contained in:
commit
683a11e384
273 changed files with 4702 additions and 3631 deletions
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@ -1091,7 +1091,7 @@ F32 GuiMeshRoadEditorCtrl::getNodeDepth()
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return 0.0f;
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}
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void GuiMeshRoadEditorCtrl::setNodePosition( Point3F pos )
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void GuiMeshRoadEditorCtrl::setNodePosition(const Point3F& pos)
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{
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if ( mSelRoad && mSelNode != -1 )
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{
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@ -100,7 +100,7 @@ class GuiMeshRoadEditorCtrl : public EditTSCtrl
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void setNodeDepth( F32 depth );
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Point3F getNodePosition();
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void setNodePosition( Point3F pos );
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void setNodePosition(const Point3F& pos);
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VectorF getNodeNormal();
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void setNodeNormal( const VectorF &normal );
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@ -1235,7 +1235,7 @@ F32 GuiRiverEditorCtrl::getNodeDepth()
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return 0.0f;
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}
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void GuiRiverEditorCtrl::setNodePosition( Point3F pos )
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void GuiRiverEditorCtrl::setNodePosition(const Point3F& pos)
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{
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if ( mSelRiver && mSelNode != -1 )
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{
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@ -110,7 +110,7 @@ class GuiRiverEditorCtrl : public EditTSCtrl
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void setNodeDepth( F32 depth );
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Point3F getNodePosition();
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void setNodePosition( Point3F pos );
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void setNodePosition(const Point3F& pos);
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VectorF getNodeNormal();
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void setNodeNormal( const VectorF &normal );
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@ -979,7 +979,7 @@ F32 GuiRoadEditorCtrl::getNodeWidth()
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return 0.0f;
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}
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void GuiRoadEditorCtrl::setNodePosition( Point3F pos )
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void GuiRoadEditorCtrl::setNodePosition(const Point3F& pos)
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{
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if ( mSelRoad && mSelNode != -1 )
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{
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@ -1109,4 +1109,4 @@ DefineConsoleMethod( GuiRoadEditorCtrl, deleteRoad, void, (), , "" )
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DefineConsoleMethod(GuiRoadEditorCtrl, setSelectedNode, void, (S32 node), , "")
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{
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object->setSelectedNode(node);
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}
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}
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@ -97,7 +97,7 @@ class GuiRoadEditorCtrl : public EditTSCtrl
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void setNodeWidth( F32 width );
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Point3F getNodePosition();
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void setNodePosition( Point3F pos );
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void setNodePosition(const Point3F& pos);
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void setTextureFile( StringTableEntry file );
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@ -637,12 +637,13 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
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return;
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// Regular sky render instance.
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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RenderPassManager* renderPass = state->getRenderPass();
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ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &ScatterSky::_render );
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ri->type = RenderPassManager::RIT_Sky;
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ri->defaultKey = 10;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst( ri );
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renderPass->addInst(ri);
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// Debug render instance.
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/*
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@ -685,13 +686,13 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
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mMatrixSet->setSceneProjection(GFX->getProjectionMatrix());
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mMatrixSet->setWorld(GFX->getWorldMatrix());
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &ScatterSky::_renderMoon );
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ri->type = RenderPassManager::RIT_Sky;
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// Render after sky objects and before CloudLayer!
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ri->defaultKey = 5;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst( ri );
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renderPass->addInst(ri);
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}
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}
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