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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'GarageGames/master' into ueberengine-dev
Conflicts: Engine/source/T3D/fps/guiCrossHairHud.cpp
This commit is contained in:
commit
81750f3deb
2827 changed files with 315755 additions and 121398 deletions
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@ -426,7 +426,7 @@ void fxFoliageReplicator::CreateFoliage(void)
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Point3F MaxPoint( 0.5, 0.5, 0.5 );
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// Check Host.
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AssertFatal(isClientObject(), "Trying to create Foliage on Server, this is bad!")
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AssertFatal(isClientObject(), "Trying to create Foliage on Server, this is bad!");
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// Cannot continue without Foliage Texture!
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if (dStrlen(mFieldData.mFoliageFile) == 0)
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@ -1134,7 +1134,7 @@ void fxFoliageReplicator::ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fx
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void fxFoliageReplicator::SyncFoliageReplicators(void)
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{
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// Check Host.
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AssertFatal(isServerObject(), "We *MUST* be on server when Synchronising Foliage!")
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AssertFatal(isServerObject(), "We *MUST* be on server when Synchronising Foliage!");
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// Find the Replicator Set.
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SimSet *fxFoliageSet = dynamic_cast<SimSet*>(Sim::findObject("fxFoliageSet"));
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@ -1196,7 +1196,7 @@ void fxFoliageReplicator::DestroyFoliageItems()
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void fxFoliageReplicator::DestroyFoliage(void)
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{
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// Check Host.
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AssertFatal(isClientObject(), "Trying to destroy Foliage on Server, this is bad!")
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AssertFatal(isClientObject(), "Trying to destroy Foliage on Server, this is bad!");
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// Destroy Quad-tree.
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mPotentialFoliageNodes = 0;
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@ -224,7 +224,7 @@ void fxShapeReplicator::CreateShapes(void)
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}
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// Check Shapes.
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AssertFatal(mCurrentShapeCount==0,"Shapes already present, this should not be possible!")
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AssertFatal(mCurrentShapeCount==0,"Shapes already present, this should not be possible!");
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// Check that we have a shape...
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if (!mFieldData.mShapeFile) return;
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@ -1702,7 +1702,7 @@ void ParticleEmitter::setupBillboard( Particle *part,
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lVerts->color = partCol; } \
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// Here we deal with UVs for animated particle (billboard)
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if (part->dataBlock->animateTexture)
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if (part->dataBlock->animateTexture && !part->dataBlock->animTexFrames.empty())
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{
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S32 fm = (S32)(part->currentAge*(1.0/1000.0)*part->dataBlock->framesPerSec);
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U8 fm_tile = part->dataBlock->animTexFrames[fm % part->dataBlock->numFrames];
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@ -298,6 +298,7 @@ Precipitation::Precipitation()
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mSplashShaderCameraPosSC = NULL;
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mSplashShaderAmbientSC = NULL;
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mMaxVBDrops = 5000;
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}
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Precipitation::~Precipitation()
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@ -963,7 +964,7 @@ void Precipitation::initRenderObjects()
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// Create a volitile vertex buffer which
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// we'll lock and fill every frame.
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mRainVB.set(GFX, mMaxVBDrops * 4, GFXBufferTypeVolatile);
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mRainVB.set(GFX, mMaxVBDrops * 4, GFXBufferTypeDynamic);
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// Init the index buffer for rendering the
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// entire or a partially filled vb.
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@ -1557,7 +1558,7 @@ void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state,
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Point3F pos;
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VectorF orthoDir, velocity, right, up, rightUp(0.0f, 0.0f, 0.0f), leftUp(0.0f, 0.0f, 0.0f);
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F32 distance = 0;
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GFXVertexPT* vertPtr = NULL;
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GFXVertexPCT* vertPtr = NULL;
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const Point2F *tc;
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// Do this here and we won't have to in the loop!
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@ -239,7 +239,7 @@ class Precipitation : public GameBase
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void destroySplash(Raindrop *drop); ///< Removes a drop from the splash list
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GFXPrimitiveBufferHandle mRainIB;
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GFXVertexBufferHandle<GFXVertexPT> mRainVB;
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GFXVertexBufferHandle<GFXVertexPCT> mRainVB;
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bool onAdd();
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void onRemove();
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