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https://github.com/TorqueGameEngines/Torque3D.git
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Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod
Conflicts: Engine/source/T3D/missionMarker.cpp
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commit
9396ae7176
146 changed files with 1713 additions and 2122 deletions
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@ -34,6 +34,7 @@
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#include "materials/materialManager.h"
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#include "math/util/sphereMesh.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxTextureProfile.h"
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@ -645,7 +646,7 @@ LightShadowMap* AdvancedLightManager::findShadowMapForObject( SimObject *object
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return sceneLight->getLight()->getExtended<ShadowMapParams>()->getShadowMap();
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}
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ConsoleFunction( setShadowVizLight, const char*, 2, 2, "" )
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DefineConsoleFunction( setShadowVizLight, const char*, (const char* name), (""), "")
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{
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static const String DebugTargetName( "AL_ShadowVizTexture" );
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@ -658,7 +659,7 @@ ConsoleFunction( setShadowVizLight, const char*, 2, 2, "" )
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return 0;
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SimObject *object;
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Sim::findObject( argv[1], object );
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Sim::findObject( name, object );
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LightShadowMap *lightShadowMap = lm->findShadowMapForObject( object );
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if ( !lightShadowMap || !lightShadowMap->getTexture() )
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return 0;
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@ -25,6 +25,7 @@
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#include "scene/sceneManager.h"
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#include "materials/materialManager.h"
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#include "console/engineAPI.h"
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const String ShadowManager::ManagerTypeName("ShadowManager");
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@ -53,7 +54,7 @@ SceneManager* ShadowManager::getSceneManager()
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//------------------------------------------------------------------------------
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// Runtime switching of shadow systems. Requires correct world to be pushed at console.
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ConsoleFunction( setShadowManager, bool, 1, 3, "string sShadowSystemName" )
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DefineConsoleFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName")
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{
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/*
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// Make sure this new one exists
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