Merge branch 'GarageGames/master' into ueberengine-dev

Conflicts:
	Engine/source/T3D/fps/guiCrossHairHud.cpp
This commit is contained in:
Duion 2016-07-27 13:44:27 +02:00
commit 81750f3deb
2827 changed files with 315755 additions and 121398 deletions

View file

@ -426,7 +426,7 @@ void fxFoliageReplicator::CreateFoliage(void)
Point3F MaxPoint( 0.5, 0.5, 0.5 );
// Check Host.
AssertFatal(isClientObject(), "Trying to create Foliage on Server, this is bad!")
AssertFatal(isClientObject(), "Trying to create Foliage on Server, this is bad!");
// Cannot continue without Foliage Texture!
if (dStrlen(mFieldData.mFoliageFile) == 0)
@ -1134,7 +1134,7 @@ void fxFoliageReplicator::ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fx
void fxFoliageReplicator::SyncFoliageReplicators(void)
{
// Check Host.
AssertFatal(isServerObject(), "We *MUST* be on server when Synchronising Foliage!")
AssertFatal(isServerObject(), "We *MUST* be on server when Synchronising Foliage!");
// Find the Replicator Set.
SimSet *fxFoliageSet = dynamic_cast<SimSet*>(Sim::findObject("fxFoliageSet"));
@ -1196,7 +1196,7 @@ void fxFoliageReplicator::DestroyFoliageItems()
void fxFoliageReplicator::DestroyFoliage(void)
{
// Check Host.
AssertFatal(isClientObject(), "Trying to destroy Foliage on Server, this is bad!")
AssertFatal(isClientObject(), "Trying to destroy Foliage on Server, this is bad!");
// Destroy Quad-tree.
mPotentialFoliageNodes = 0;

View file

@ -224,7 +224,7 @@ void fxShapeReplicator::CreateShapes(void)
}
// Check Shapes.
AssertFatal(mCurrentShapeCount==0,"Shapes already present, this should not be possible!")
AssertFatal(mCurrentShapeCount==0,"Shapes already present, this should not be possible!");
// Check that we have a shape...
if (!mFieldData.mShapeFile) return;

View file

@ -1702,7 +1702,7 @@ void ParticleEmitter::setupBillboard( Particle *part,
lVerts->color = partCol; } \
// Here we deal with UVs for animated particle (billboard)
if (part->dataBlock->animateTexture)
if (part->dataBlock->animateTexture && !part->dataBlock->animTexFrames.empty())
{
S32 fm = (S32)(part->currentAge*(1.0/1000.0)*part->dataBlock->framesPerSec);
U8 fm_tile = part->dataBlock->animTexFrames[fm % part->dataBlock->numFrames];

View file

@ -298,6 +298,7 @@ Precipitation::Precipitation()
mSplashShaderCameraPosSC = NULL;
mSplashShaderAmbientSC = NULL;
mMaxVBDrops = 5000;
}
Precipitation::~Precipitation()
@ -963,7 +964,7 @@ void Precipitation::initRenderObjects()
// Create a volitile vertex buffer which
// we'll lock and fill every frame.
mRainVB.set(GFX, mMaxVBDrops * 4, GFXBufferTypeVolatile);
mRainVB.set(GFX, mMaxVBDrops * 4, GFXBufferTypeDynamic);
// Init the index buffer for rendering the
// entire or a partially filled vb.
@ -1557,7 +1558,7 @@ void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state,
Point3F pos;
VectorF orthoDir, velocity, right, up, rightUp(0.0f, 0.0f, 0.0f), leftUp(0.0f, 0.0f, 0.0f);
F32 distance = 0;
GFXVertexPT* vertPtr = NULL;
GFXVertexPCT* vertPtr = NULL;
const Point2F *tc;
// Do this here and we won't have to in the loop!

View file

@ -239,7 +239,7 @@ class Precipitation : public GameBase
void destroySplash(Raindrop *drop); ///< Removes a drop from the splash list
GFXPrimitiveBufferHandle mRainIB;
GFXVertexBufferHandle<GFXVertexPT> mRainVB;
GFXVertexBufferHandle<GFXVertexPCT> mRainVB;
bool onAdd();
void onRemove();