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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-06-18 03:14:11 +00:00
Merge branch 'GarageGames/master' into ueberengine-dev
Conflicts: Engine/source/windowManager/sdl/sdlWindowMgr.cpp Tools/CMake/torque3d.cmake 3.10 final update
This commit is contained in:
commit
aff033dd0d
1003 changed files with 53039 additions and 82707 deletions
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@ -189,7 +189,7 @@ ShapeBaseImageData::ShapeBaseImageData()
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lightRadius = 10.f;
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lightBrightness = 1.0f;
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shapeName = "";
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shapeName = "core/art/shapes/noshape.dts";
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shapeNameFP = "";
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imageAnimPrefix = "";
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imageAnimPrefixFP = "";
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@ -2638,7 +2638,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.animThread[i] && image.state->sequence[i] != -1 && image.state->flashSequence[i]) {
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@ -2779,7 +2779,7 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
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updateAnimThread(imageSlot, imageShapeIndex, lastState);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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// Start spin thread
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@ -2834,7 +2834,7 @@ void ShapeBase::updateAnimThread(U32 imageSlot, S32 imageShapeIndex, ShapeBaseIm
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F32 randomPos = Platform::getRandom();
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.animThread[i] && stateData.sequence[i] != -1)
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@ -3076,7 +3076,7 @@ TICKAGAIN:
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U32 imageShapeIndex = getImageShapeIndex(image);
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.spinThread[i])
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@ -3131,7 +3131,7 @@ void ShapeBase::updateImageAnimation(U32 imageSlot, F32 dt)
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// Advance animation threads
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for (U32 i=0; i<ShapeBaseImageData::MaxShapes; ++i)
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{
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if (!image.dataBlock->shapeIsValid[i] || i != imageShapeIndex && !image.doAnimateAllShapes)
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if (!image.dataBlock->shapeIsValid[i] || (i != imageShapeIndex && !image.doAnimateAllShapes))
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continue;
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if (image.ambientThread[i])
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