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Updating BaseGame to work with PBR, and a PBR example module
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139 changed files with 7640 additions and 2889 deletions
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Templates/BaseGame/game/data/pbr/pbr.cs
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21
Templates/BaseGame/game/data/pbr/pbr.cs
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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
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// First, a client will always create a server in the event that they want to host a single player
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// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
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// in the networking short-circuited to sidestep around lag and packet transmission times.
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// initServer() is called, loading the default server scripts.
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// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
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// to prep a playable client session.
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// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
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// connected to it via createAndConnectToLocalServer().
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function pbr::create( %this )
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{
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}
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function pbr::destroy( %this )
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{
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}
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