Include materialball shape asset info

Includes spectatorGameplay by default for streamline testing for now
Adds in reparentItem for GuiTreeViewCtrl
Added gitignore to shaderCache/.gitignore
Fixed material asset import logic to properly parent included images to the material
Includes D3D_Compiler47.dll for dependency compliance, and modified cmake file to not install said dll if not using D3D11 API
This commit is contained in:
Areloch 2019-05-25 03:37:18 -05:00
parent dfa0f30572
commit d9f80140f1
99 changed files with 3136 additions and 334 deletions

View file

@ -1035,7 +1035,7 @@ void GuiTreeViewCtrl::_destroyTree()
{
Item *pFreeItem = mItems[ i ];
if( pFreeItem != NULL )
delete pFreeItem;
_destroyItem(pFreeItem);
}
mItems.clear();
@ -3145,328 +3145,7 @@ void GuiTreeViewCtrl::onMouseUp(const GuiEvent &event)
// Reparent the items.
for (S32 i = 0; i <mSelectedItems.size();i++)
{
newItem = newItem2;
Item * item = mSelectedItems[i];
if (mDebug) Con::printf("----------------------------");
// clear old highlighting of the item
item->mState.clear(Item::MouseOverBmp | Item::MouseOverText );
// move the selected item to the newItem
Item* oldParent = item->mParent;
// Snag the current parent set if any for future reference
SimSet *parentSet = NULL;
if(oldParent->isInspectorData())
parentSet = dynamic_cast<SimSet*>(oldParent->getObject());
else
{
// parent is probably script data so we search up the tree for a
// set to put our object in
Item * temp = oldParent;
while (temp)
{
if (temp->isInspectorData())
break;
temp = temp->mParent;
}
// found an ancestor who is an inspectorData
if (temp)
{
if (temp->isInspectorData())
parentSet = dynamic_cast<SimSet*>(temp->getObject());
}
}
// unlink from the current position in the list
unlinkItem(item);
// update the parent's children
// check if we an only child
if (item->mParent->mChild == item)
{
if (item->mNext)
item->mParent->mChild = item->mNext;
else
item->mParent->mChild = NULL;
}
if (mDragMidPoint != NomDragMidPoint)
{
//if it is below an expanded tree, place as last item in the tree
//if it is below a parent who isn't expanded put below it
// position the item above or below another item
if (mDragMidPoint == AbovemDragMidPoint)
{
// easier to treat everything as "Below the mDragMidPoint" so make some adjustments
if (mDebug) Con::printf("adding item above mDragMidPoint");
// above the mid point of an item, so grab either the parent
// or the previous sibling
// does the item have a previous sibling?
if (newItem->mPrevious)
{
newItem = newItem->mPrevious;
if (mDebug) Con::printf("treating as if below an item that isn't expanded");
// otherwise add below that item as a sibling
item->mParent = newItem->mParent;
item->mPrevious = newItem;
item->mNext = newItem->mNext;
if (newItem->mNext)
newItem->mNext->mPrevious = item;
newItem->mNext = item;
}
else
{
if (mDebug) Con::printf("treating as if adding below the parent of the item");
// instead we add as the first item below the newItem's parent
item->mParent = newItem->mParent;
item->mNext = newItem;
item->mPrevious = NULL;
newItem->mPrevious = item;
item->mParent->mChild = item;
}
}
else if (mDragMidPoint == BelowmDragMidPoint)
{
if ((newItem->isParent())&&(newItem->isExpanded()))
{
if (mDebug) Con::printf("adding item to an expanded parent below the mDragMidPoint");
item->mParent = newItem;
// then add the new item as a child
item->mNext = newItem->mChild;
if (newItem->mChild)
newItem->mChild->mPrevious = item;
item->mParent->mChild = item;
item->mPrevious = NULL;
}
else if ((!newItem->mNext)&&(newItem->mParent)&&(newItem->mParent->mParent))
{
// add below it's parent.
if (mDebug) Con::printf("adding below a tree");
item->mParent = newItem->mParent->mParent;
item->mNext = newItem->mParent->mNext;
item->mPrevious = newItem->mParent;
if (newItem->mParent->mNext)
newItem->mParent->mNext->mPrevious = item;
newItem->mParent->mNext = item;
}
else
{
// adding below item not as a child
if (mDebug) Con::printf("adding item below the mDragMidPoint of an item");
item->mParent = newItem->mParent;
// otherwise the item is a sibling
if (newItem->mNext)
newItem->mNext->mPrevious = item;
item->mNext = newItem->mNext;
item->mPrevious = newItem;
newItem->mNext = item;
}
}
}
// if we're not allowed to add to items, then try to add to the parent of the hit item.
// if we are, just add to the item we hit.
else
{
if (mDebug)
{
if (item->isInspectorData() && item->getObject())
Con::printf("Item: %i",item->getObject()->getId());
if (newItem->isInspectorData() && newItem->getObject())
Con::printf("Parent: %i",newItem->getObject()->getId());
Con::printf("dragged onto an item");
}
// If the hit item is not a valid drag target,
// then try to add to the parent.
if( !isValidDragTarget( newItem ) )
{
// add to the item's parent.
if(!newItem->mParent || !newItem->mParent->isParent())
{
if(mDebug)
Con::printf("could not find the parent of that item. dragging to an item is not allowed, kicking out.");
mDragMidPoint = NomDragMidPoint;
continue;
}
newItem = newItem->mParent;
}
// new parent is the item in the current cell
item->mParent = newItem;
// adjust children if any
if (newItem->mChild)
{
if (mDebug) Con::printf("not the first child");
// put it at the top of the list (easier to find if there are many children)
if (newItem->mChild)
newItem->mChild->mPrevious = item;
item->mNext = newItem->mChild;
newItem->mChild = item;
item->mPrevious = NULL;
}
else
{
if (mDebug) Con::printf("first child");
// only child
newItem->mChild = item;
item->mNext = NULL;
item->mPrevious = NULL;
}
}
// expand the item we added to, if it isn't expanded already
if( !item->mParent->mState.test( Item::Expanded ) )
setItemExpanded( item->mParent->mId, true );
//----------------------------------------------------------------
// handle objects
// Get our active SimObject if any
SimObject *simObj = NULL;
if(item->isInspectorData())
{
simObj = item->getObject();
}
// Remove from the old parentset
if((simObj && parentSet)&&(oldParent != item->mParent))
{
if (mDebug) Con::printf("removing item from old parentset");
// hack to get around the way removeObject takes the last item of the set
// and moves it into the place of the object we removed
if (parentSet->size()>0)
{
SimObject *lastObject = parentSet->last();
parentSet->removeObject(simObj);
parentSet->reOrder(lastObject);
}
else
{
parentSet->removeObject(simObj);
}
}
// Snag the newparent set if any...
SimSet *newParentSet = NULL;
if(item->mParent->isInspectorData())
{
if (mDebug) Con::printf("getting a new parent set");
SimObject * tmpObj = item->mParent->getObject();
newParentSet = dynamic_cast<SimSet*>(tmpObj);
}
else
{
// parent is probably script data so we search up the tree for a
// set to put our object in
if (mDebug) Con::printf("oh nos my parent is script!");
Item * temp = item->mParent;
while (temp)
{
if (temp->isInspectorData())
break;
temp = temp->mParent;
}
// found a ancestor who is an inspectorData
if (temp)
{
if (temp->isInspectorData())
newParentSet = dynamic_cast<SimSet*>(temp->getObject());
}
else
{
newParentSet = NULL;
}
}
if(simObj && newParentSet)
{
if (mDebug) Con::printf("simobj and new ParentSet");
if (oldParent != item->mParent)
newParentSet->addObject(simObj);
//order the objects in the simset according to their
//order in the tree view control
if(!item->mNext)
{
if( item->mPrevious )
{
//bring to the end of the set
SimObject *prevObject = item->mPrevious->getObject();
if (prevObject && item->getObject())
{
newParentSet->reOrder(item->getObject(), prevObject);
}
}
}
else
{
//reorder within the set
SimObject *nextObject = item->mNext->getObject();
if(nextObject && item->getObject())
{
newParentSet->reOrder(item->getObject(), nextObject);
}
}
}
else if (!simObj&&newParentSet)
{
// our current item is script data. but it may have children who
// is inspector data who need an updated set
if (mDebug) Con::printf("no simobj but new parentSet");
if (item->mChild)
inspectorSearch(item->mChild, item, parentSet, newParentSet);
}
else if (simObj&&!newParentSet)
{
if (mDebug) Con::printf("simobject and no new parent set");
}
else
if (mDebug) Con::printf("no simobject and no new parent set");
// Notify script.
if( item->isInspectorData() )
onReparent_callback(
item->getObject()->getId(),
oldParent->getObject()->getId(),
item->mParent->getObject()->getId()
);
else
onReparent_callback(
item->mId,
oldParent->mId,
item->mParent->mId
);
}
reparentItems(mSelectedItems, newItem2);
onEndReparenting_callback();
@ -4798,6 +4477,362 @@ void GuiTreeViewCtrl::setItemFilterException(U32 item, bool isExempted)
}
}
void GuiTreeViewCtrl::reparentItems(Vector<Item*> selectedItems, Item* newParent)
{
for (S32 i = 0; i < selectedItems.size(); i++)
{
Item* item = selectedItems[i];
if (mDebug)
Con::printf("----------------------------");
// clear old highlighting of the item
item->mState.clear(Item::MouseOverBmp | Item::MouseOverText);
// move the selected item to the newParent
Item * oldParent = item->mParent;
// Snag the current parent set if any for future reference
SimSet * parentSet = NULL;
if (oldParent != nullptr && oldParent->isInspectorData())
{
parentSet = dynamic_cast<SimSet*>(oldParent->getObject());
}
else
{
// parent is probably script data so we search up the tree for a
// set to put our object in
Item* temp = oldParent;
while (temp)
{
if (temp->isInspectorData())
break;
temp = temp->mParent;
}
// found an ancestor who is an inspectorData
if (temp)
{
if (temp->isInspectorData())
parentSet = dynamic_cast<SimSet*>(temp->getObject());
}
}
// unlink from the current position in the list
unlinkItem(item);
// update the parent's children
// check if we an only child
if (item->mParent->mChild == item)
{
if (item->mNext)
item->mParent->mChild = item->mNext;
else
item->mParent->mChild = NULL;
}
if (mDragMidPoint != NomDragMidPoint)
{
//if it is below an expanded tree, place as last item in the tree
//if it is below a parent who isn't expanded put below it
// position the item above or below another item
if (mDragMidPoint == AbovemDragMidPoint)
{
// easier to treat everything as "Below the mDragMidPoint" so make some adjustments
if (mDebug)
Con::printf("adding item above mDragMidPoint");
// above the mid point of an item, so grab either the parent
// or the previous sibling
// does the item have a previous sibling?
if (newParent->mPrevious)
{
newParent = newParent->mPrevious;
if (mDebug)
Con::printf("treating as if below an item that isn't expanded");
// otherwise add below that item as a sibling
item->mParent = newParent->mParent;
item->mPrevious = newParent;
item->mNext = newParent->mNext;
if (newParent->mNext)
newParent->mNext->mPrevious = item;
newParent->mNext = item;
}
else
{
if (mDebug)
Con::printf("treating as if adding below the parent of the item");
// instead we add as the first item below the newParent's parent
item->mParent = newParent->mParent;
item->mNext = newParent;
item->mPrevious = NULL;
newParent->mPrevious = item;
item->mParent->mChild = item;
}
}
else if (mDragMidPoint == BelowmDragMidPoint)
{
if ((newParent->isParent()) && (newParent->isExpanded()))
{
if (mDebug)
Con::printf("adding item to an expanded parent below the mDragMidPoint");
item->mParent = newParent;
// then add the new item as a child
item->mNext = newParent->mChild;
if (newParent->mChild)
newParent->mChild->mPrevious = item;
item->mParent->mChild = item;
item->mPrevious = NULL;
}
else if ((!newParent->mNext) && (newParent->mParent) && (newParent->mParent->mParent))
{
// add below it's parent.
if (mDebug)
Con::printf("adding below a tree");
item->mParent = newParent->mParent->mParent;
item->mNext = newParent->mParent->mNext;
item->mPrevious = newParent->mParent;
if (newParent->mParent->mNext)
newParent->mParent->mNext->mPrevious = item;
newParent->mParent->mNext = item;
}
else
{
// adding below item not as a child
if (mDebug)
Con::printf("adding item below the mDragMidPoint of an item");
item->mParent = newParent->mParent;
// otherwise the item is a sibling
if (newParent->mNext)
newParent->mNext->mPrevious = item;
item->mNext = newParent->mNext;
item->mPrevious = newParent;
newParent->mNext = item;
}
}
}
// if we're not allowed to add to items, then try to add to the parent of the hit item.
// if we are, just add to the item we hit.
else
{
if (mDebug)
{
if (item->isInspectorData() && item->getObject())
Con::printf("Item: %i", item->getObject()->getId());
if (newParent->isInspectorData() && newParent->getObject())
Con::printf("Parent: %i", newParent->getObject()->getId());
Con::printf("dragged onto an item");
}
// If the hit item is not a valid drag target,
// then try to add to the parent.
if (!isValidDragTarget(newParent))
{
// add to the item's parent.
if (!newParent->mParent || !newParent->mParent->isParent())
{
if (mDebug)
Con::printf("could not find the parent of that item. dragging to an item is not allowed, kicking out.");
mDragMidPoint = NomDragMidPoint;
continue;
}
newParent = newParent->mParent;
}
// new parent is the item in the current cell
item->mParent = newParent;
// adjust children if any
if (newParent->mChild)
{
if (mDebug) Con::printf("not the first child");
// put it at the top of the list (easier to find if there are many children)
if (newParent->mChild)
newParent->mChild->mPrevious = item;
item->mNext = newParent->mChild;
newParent->mChild = item;
item->mPrevious = NULL;
}
else
{
if (mDebug) Con::printf("first child");
// only child
newParent->mChild = item;
item->mNext = NULL;
item->mPrevious = NULL;
}
}
// expand the item we added to, if it isn't expanded already
if (!item->mParent->mState.test(Item::Expanded))
setItemExpanded(item->mParent->mId, true);
//----------------------------------------------------------------
// handle objects
// Get our active SimObject if any
SimObject* simObj = NULL;
if (item->isInspectorData())
{
simObj = item->getObject();
}
// Remove from the old parentset
if ((simObj && parentSet) && (oldParent != item->mParent))
{
if (mDebug)
Con::printf("removing item from old parentset");
// hack to get around the way removeObject takes the last item of the set
// and moves it into the place of the object we removed
if (parentSet->size() > 0)
{
SimObject* lastObject = parentSet->last();
parentSet->removeObject(simObj);
parentSet->reOrder(lastObject);
}
else
{
parentSet->removeObject(simObj);
}
}
// Snag the newparent set if any...
SimSet* newParentSet = NULL;
if (item->mParent->isInspectorData())
{
if (mDebug)
Con::printf("getting a new parent set");
SimObject* tmpObj = item->mParent->getObject();
newParentSet = dynamic_cast<SimSet*>(tmpObj);
}
else
{
// parent is probably script data so we search up the tree for a
// set to put our object in
if (mDebug)
Con::printf("oh nos my parent is script!");
Item* temp = item->mParent;
while (temp)
{
if (temp->isInspectorData())
break;
temp = temp->mParent;
}
// found a ancestor who is an inspectorData
if (temp)
{
if (temp->isInspectorData())
newParentSet = dynamic_cast<SimSet*>(temp->getObject());
}
else
{
newParentSet = NULL;
}
}
if (simObj && newParentSet)
{
if (mDebug)
Con::printf("simobj and new ParentSet");
if (oldParent != item->mParent)
newParentSet->addObject(simObj);
//order the objects in the simset according to their
//order in the tree view control
if (!item->mNext)
{
if (item->mPrevious)
{
//bring to the end of the set
SimObject* prevObject = item->mPrevious->getObject();
if (prevObject && item->getObject())
{
newParentSet->reOrder(item->getObject(), prevObject);
}
}
}
else
{
//reorder within the set
SimObject* nextObject = item->mNext->getObject();
if (nextObject && item->getObject())
{
newParentSet->reOrder(item->getObject(), nextObject);
}
}
}
else if (!simObj && newParentSet)
{
// our current item is script data. but it may have children who
// is inspector data who need an updated set
if (mDebug)
Con::printf("no simobj but new parentSet");
if (item->mChild)
inspectorSearch(item->mChild, item, parentSet, newParentSet);
}
else if (simObj && !newParentSet)
{
if (mDebug)
Con::printf("simobject and no new parent set");
}
else
if (mDebug)
Con::printf("no simobject and no new parent set");
// Notify script.
if (item->isInspectorData())
{
if (item->getObject() && oldParent->getObject() && item->mParent->getObject())
onReparent_callback(
item->getObject()->getId(),
oldParent->getObject()->getId(),
item->mParent->getObject()->getId()
);
}
else
{
onReparent_callback(
item->mId,
oldParent->mId,
item->mParent->mId
);
}
}
}
S32 GuiTreeViewCtrl::getTabLevel(S32 itemId)
{
Item* item = getItem(itemId);
if (item != nullptr)
{
return item->mTabLevel;
}
return 0;
}
//=============================================================================
// Console Methods.
//=============================================================================
@ -5633,3 +5668,42 @@ DefineEngineMethod(GuiTreeViewCtrl, getItemAtPosition, S32, (Point2I position),
{
return object->getItemAtPosition(position);
}
DefineEngineMethod(GuiTreeViewCtrl, reparentItem, void, (S32 itemId, S32 parentId), (0, 0),
"Check whether the given item is currently selected in the tree.\n\n"
"@param id Item/object ID.\n"
"@return True if the given item/object is currently selected in the tree.")
{
if (itemId == parentId || itemId < 0 || parentId < 0)
return;
const Vector< GuiTreeViewCtrl::Item* > & selectedItems = object->getItems();
Vector<GuiTreeViewCtrl::Item*> items;
GuiTreeViewCtrl::Item * parent = nullptr;
for (S32 i = 0; i < selectedItems.size(); ++i)
{
if (selectedItems[i]->mId == itemId)
{
items.push_back(selectedItems[i]);
}
if (selectedItems[i]->mId == parentId)
{
parent = selectedItems[i];
}
}
if (!items.empty() && parent != nullptr)
{
object->reparentItems(items, parent);
}
}
DefineEngineMethod(GuiTreeViewCtrl, getTabLevel, S32, (S32 itemId), (0),
"Get the tree item at the passed in position.\n\n"
"@param position The position to check for what item is below it.\n"
"@return The id of the item under the position.")
{
return object->getTabLevel(itemId);
}

View file

@ -485,6 +485,8 @@ class GuiTreeViewCtrl : public GuiArrayCtrl
const Vector< Item* >& getSelectedItems() const { return mSelectedItems; }
const Vector< S32 >& getSelected() const { return mSelected; }
const Vector< Item* >& getItems() const { return mItems; }
bool isSelected(S32 itemId)
{
return isSelected( getItem( itemId ) );
@ -580,6 +582,10 @@ class GuiTreeViewCtrl : public GuiArrayCtrl
/// Clear the current item filtering pattern.
void clearFilterText() { setFilterText( String::EmptyString ); }
void reparentItems(Vector<Item*> selectedItems, Item* newParent);
S32 getTabLevel(S32 itemId);
/// @}
// GuiControl

View file

@ -16,4 +16,9 @@ singleton Material(Grid_512_Orange)
specularPower0 = "0.25";
emissive[0] = "1";
translucent = "1";
normalMap[0] = "data/pbr/images/FloorEbony_normal.png";
invertSmoothness[0] = "1";
roughMap[0] = "data/pbr/images/FloorEbony_rough.png";
aoMap[0] = "data/pbr/images/FloorEbony_ao.png";
metalMap[0] = "data/pbr/images/FloorEbony_metal.png";
};

View file

@ -0,0 +1,3 @@
*.hlsl
*.glsl
*.h

View file

@ -0,0 +1,69 @@
// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function SpectatorGameplay::create( %this )
{
//server scripts
exec("./scripts/server/camera.cs");
exec("./scripts/server/DefaultGame.cs");
exec("./scripts/server/VolumetricFog.cs");
//add DBs
if(isObject(DatablockFilesList))
{
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/camera.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/defaultParticle.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/lights.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedDatablocks.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedDecalData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedForestItemData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedParticleData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/managedParticleEmitterData.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/markers.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/ribbons.cs" );
DatablockFilesList.add( "data/spectatorGameplay/scripts/datablocks/sounds.cs" );
}
if(isObject(LevelFilesList))
{
for( %file = findFirstFile( "data/spectatorGameplay/levels/*.mis" );
%file !$= "";
%file = findNextFile( "data/spectatorGameplay/levels/*.mis" ))
{
LevelFilesList.add(%file);
}
}
if (!$Server::Dedicated)
{
//client scripts
$KeybindPath = "data/spectatorGameplay/scripts/client/default.keybinds.cs";
exec($KeybindPath);
%prefPath = getPrefpath();
if(isFile(%prefPath @ "/keybinds.cs"))
exec(%prefPath @ "/keybinds.cs");
exec("data/spectatorGameplay/scripts/client/inputCommands.cs");
//guis
exec("./scripts/gui/playGui.gui");
exec("./scripts/gui/playGui.cs");
}
}
function SpectatorGameplay::destroy( %this )
{
}

View file

@ -0,0 +1,15 @@
<ModuleDefinition
ModuleId="SpectatorGameplay"
VersionId="1"
Description="Default module for the game."
ScriptFile="SpectatorGameplay.cs"
CreateFunction="create"
DestroyFunction="destroy"
Group="Game"
Dependencies="UI=1">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
</ModuleDefinition>

View file

@ -0,0 +1,177 @@
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>Richard</author>
<authoring_tool>OpenCOLLADA for 3ds Max; Version: 1.4.1; Revision: exported; Platform: x64; Configuration: Release_Max2011_static</authoring_tool>
<source_data>file:///G:/Documents%20and%20Settings/Richard/Mijn%20documenten/3dsmax/scenes/FogVolumes.max</source_data>
</contributor>
<created>2014-08-16T10:10:23</created>
<modified>2014-08-16T10:10:23</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_effects>
<effect id="NoMat">
<profile_COMMON>
<technique sid="common">
<blinn>
<emission>
<color>0 0 0 1</color>
</emission>
<ambient>
<color>0.588 0.588 0.588 1</color>
</ambient>
<diffuse>
<color>0.588 0.588 0.588 1</color>
</diffuse>
<specular>
<color>0.9 0.9 0.9 1</color>
</specular>
<shininess>
<float>0</float>
</shininess>
<reflective>
<color>0 0 0 1</color>
</reflective>
<transparent opaque="A_ONE">
<color>1 1 1 1</color>
</transparent>
<transparency>
<float>1</float>
</transparency>
</blinn>
</technique>
</profile_COMMON>
<extra>
<technique profile="OpenCOLLADA3dsMax">
<extended_shader>
<apply_reflection_dimming>0</apply_reflection_dimming>
<dim_level>0</dim_level>
<falloff_type>0</falloff_type>
<index_of_refraction>1.5</index_of_refraction>
<opacity_type>0</opacity_type>
<reflection_level>3</reflection_level>
<wire_size>1</wire_size>
<wire_units>0</wire_units>
</extended_shader>
<shader>
<ambient_diffuse_lock>1</ambient_diffuse_lock>
<ambient_diffuse_texture_lock>1</ambient_diffuse_texture_lock>
<diffuse_specular_lock>0</diffuse_specular_lock>
<soften>0.1</soften>
<use_self_illum_color>0</use_self_illum_color>
</shader>
</technique>
</extra>
</effect>
</library_effects>
<library_materials>
<material id="NoMat-material" name="NoMat">
<instance_effect url="#NoMat"/>
</material>
</library_materials>
<library_geometries>
<geometry id="geom-FogCube1" name="FogCube1">
<mesh>
<source id="geom-FogCube1-positions">
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<technique_common>
<accessor source="#geom-FogCube1-positions-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-normals">
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<technique_common>
<accessor source="#geom-FogCube1-normals-array" count="24" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1">
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<technique_common>
<accessor source="#geom-FogCube1-map1-array" count="76" stride="3">
<param name="S" type="float"/>
<param name="T" type="float"/>
<param name="P" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1-textangents">
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<technique_common>
<accessor source="#geom-FogCube1-map1-textangents-array" count="64" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="geom-FogCube1-map1-texbinormals">
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<technique_common>
<accessor source="#geom-FogCube1-map1-texbinormals-array" count="64" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="geom-FogCube1-vertices">
<input semantic="POSITION" source="#geom-FogCube1-positions"/>
</vertices>
<triangles material="NoMat" count="44">
<input semantic="VERTEX" source="#geom-FogCube1-vertices" offset="0"/>
<input semantic="NORMAL" source="#geom-FogCube1-normals" offset="1"/>
<input semantic="TEXCOORD" source="#geom-FogCube1-map1" offset="2" set="0"/>
<input semantic="TEXTANGENT" source="#geom-FogCube1-map1-textangents" offset="3" set="1"/>
<input semantic="TEXBINORMAL" source="#geom-FogCube1-map1-texbinormals" offset="3" set="1"/>
<p>9 0 21 0 13 1 25 1 3 2 15 2 3 2 15 2 1 3 13 3 9 0 21 0 16 4 28 4 18 5 30 5 22 6 34 6 22 6 34 6 20 7 32 7 16 4 28 4 0 8 12 8 11 9 23 9 19 10 31 10 19 10 31 10 4 11 16 11 0 8 12 8 10 12 22 12 15 13 27 13 23 14 35 14 23 14 35 14 5 15 17 15 10 12 22 12 14 16 26 16 12 17 24 17 21 18 33 18 21 18 33 18 7 19 19 19 14 16 26 16 2 20 14 20 8 21 20 21 17 22 29 22 17 22 29 22 6 23 18 23 2 20 14 20 0 8 36 24 8 21 20 21 9 0 37 25 1 3 38 26 10 12 39 27 11 9 23 9 2 20 40 28 12 17 24 17 13 1 41 29 3 2 42 30 14 16 43 31 15 13 27 13 4 11 44 32 16 4 45 33 17 22 29 22 5 15 46 34 18 5 47 35 19 10 31 10 6 23 48 36 20 7 49 37 21 18 33 18 7 19 50 38 22 6 51 39 23 14 35 14 9 0 21 0 8 21 52 40 2 20 53 41 2 20 53 41 13 1 25 1 9 0 21 0 13 1 25 1 12 17 54 42 14 16 55 43 14 16 55 43 3 2 15 2 13 1 25 1 3 2 15 2 15 13 56 44 10 12 57 45 10 12 57 45 1 3 13 3 3 2 15 2 1 3 13 3 11 9 58 46 0 8 59 47 0 8 59 47 9 0 21 0 1 3 13 3 16 4 28 4 4 11 60 48 19 10 61 49 19 10 61 49 18 5 30 5 16 4 28 4 18 5 30 5 5 15 62 50 23 14 63 51 23 14 63 51 22 6 34 6 18 5 30 5 22 6 34 6 7 19 64 52 21 18 65 53 21 18 65 53 20 7 32 7 22 6 34 6 20 7 32 7 6 23 66 54 17 22 67 55 17 22 67 55 16 4 28 4 20 7 32 7 11 9 23 9 10 12 68 56 5 15 69 57 5 15 69 57 19 10 31 10 11 9 23 9 4 11 70 58 17 22 29 22 8 21 20 21 8 21 20 21 0 8 71 59 4 11 70 58 15 13 27 13 14 16 72 60 7 19 73 61 7 19 73 61 23 14 35 14 15 13 27 13 12 17 24 17 2 20 74 62 6 23 75 63 6 23 75 63 21 18 33 18 12 17 24 17</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_lights>
<light id="EnvironmentAmbientLight" name="EnvironmentAmbientLight">
<technique_common>
<ambient>
<color>0 0 0</color>
</ambient>
</technique_common>
</light>
</library_lights>
<library_visual_scenes>
<visual_scene id="MaxScene">
<node name="EnvironmentAmbientLight">
<instance_light url="#EnvironmentAmbientLight"/>
</node>
<node id="node-FogCube1" name="FogCube1">
<instance_geometry url="#geom-FogCube1">
<bind_material>
<technique_common>
<instance_material symbol="NoMat" target="#NoMat-material"/>
</technique_common>
</bind_material>
</instance_geometry>
<extra>
<technique profile="OpenCOLLADA">
<cast_shadows>1</cast_shadows>
<primary_visibility>1</primary_visibility>
<receive_shadows>1</receive_shadows>
<secondary_visibility>1</secondary_visibility>
</technique>
</extra>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#MaxScene"/>
</scene>
</COLLADA>

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singleton TSShapeConstructor(Fog_CubeDAE)
{
baseShape = "./Fog_Cube.DAE";
lodType = "TrailingNumber";
neverImport = "env*";
loadLights = "0";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material( Corona_Mat )
{
emissive = true;
translucent = true;
mapTo = "corona.png";
diffuseMap[0] = "./corona.png";
materialTag0 = "FX";
};

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singleton Material(White)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/misc/white.png";
};
singleton Material(Grid_512_Gray)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/misc/512_grey.png";
};
singleton Material(Orange512_lines)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/misc/512_orange_lines.png";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This material should work fine for uniformly colored ribbons.
//Basic ribbon shader/////////////////////////////////////////////
new ShaderData( BasicRibbonShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderP.glsl";
samplerNames[0] = "$ribTex";
pixVersion = 2.0;
};
singleton CustomMaterial( BasicRibbonMat )
{
shader = BasicRibbonShader;
version = 2.0;
emissive[0] = true;
doubleSided = true;
translucent = true;
BlendOp = AddAlpha;
translucentBlendOp = AddAlpha;
preload = true;
};
// This material can render a texture on top of a ribbon.
//Texture ribbon shader/////////////////////////////////////////////
new ShaderData( TexturedRibbonShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderP.glsl";
samplerNames[0] = "$ribTex";
pixVersion = 2.0;
};
singleton CustomMaterial( TexturedRibbonMat )
{
shader = TexturedRibbonShader;
version = 2.0;
emissive[0] = true;
doubleSided = true;
translucent = true;
BlendOp = AddAlpha;
translucentBlendOp = AddAlpha;
sampler["ribTex"] = "data/spectatorGameplay/art/ribbons/ribTex.png";
preload = true;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(DefaultDecalRoadMaterial)
{
diffuseMap[0] = "data/spectatorGameplay/art/roads/defaultRoadTextureTop.png";
mapTo = "unmapped_mat";
materialTag0 = "RoadAndPath";
};
singleton Material(DefaultRoadMaterialTop)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/roads/defaultRoadTextureTop.png";
materialTag0 = "RoadAndPath";
};
singleton Material(DefaultRoadMaterialOther)
{
mapTo = "unmapped_mat";
diffuseMap[0] = "data/spectatorGameplay/art/roads/defaultRoadTextureOther.png";
materialTag0 = "RoadAndPath";
};

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# Keep directory in git repo

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton Material(OctahedronMat)
{
mapTo = "green";
diffuseMap[0] = "camera";
translucent = "1";
translucentBlendOp = "LerpAlpha";
emissive = "0";
castShadows = "0";
colorMultiply[0] = "0 1 0 1";
};
singleton Material(SimpleConeMat)
{
mapTo = "blue";
diffuseMap[0] = "blue";
translucent = "0";
emissive = "1";
castShadows = "0";
};
//--- camera.dts MATERIALS BEGIN ---
singleton Material(CameraMat)
{
mapTo = "pasted__phongE1";
diffuseMap[0] = "camera";
diffuseColor[0] = "0 0.627451 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 211;
pixelSpecular[0] = 1;
emissive[0] = 1;
doubleSided = 1;
translucent = true;
translucentBlendOp = "LerpAlpha";
castShadows = false;
materialTag0 = "Miscellaneous";
};
//--- camera.dts MATERIALS END ---

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newmtl simplecone
Ka 0 0 0
Kd 0 0.501961 0.752941
Ks 0 0 0
Ni 1
Ns 400
Tf 1 1 1
d 1
map_Kd blue.jpg

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//-----------------------------------------------------------------------------
// Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
singleton CubemapData( BlankSkyCubemap )
{
cubeFace[0] = "./skybox_1";
cubeFace[1] = "./skybox_2";
cubeFace[2] = "./skybox_3";
cubeFace[3] = "./skybox_4";
cubeFace[4] = "./skybox_5";
cubeFace[5] = "./skybox_6";
};
singleton Material( BlankSkyMat )
{
cubemap = BlankSkyCubemap;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton CubemapData( NightCubemap )
{
cubeFace[0] = "./skybox_1";
cubeFace[1] = "./skybox_2";
cubeFace[2] = "./skybox_3";
cubeFace[3] = "./skybox_4";
cubeFace[4] = "./skybox_5";
cubeFace[5] = "./skybox_6";
};
singleton Material( NightSkyMat )
{
cubemap = NightCubemap;
materialTag0 = "Skies";
};
singleton Material( Moon_Glow_Mat )
{
baseTex = "./moon_wglow.png";
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
};
singleton Material( Moon_Mat )
{
baseTex = "./moon_noglow.png";
emissive = true;
translucent = true;
vertColor[ 0 ] = true;
};

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<LevelAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="Empty_Room"
LevelFile="data/spectatorGameplay/levels/Empty_Room.mis"
LevelDescription="An empty room"
VersionId="1" />

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//--- OBJECT WRITE BEGIN ---
new Scene(Empty_RoomLevel) {
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
new LevelInfo(TheLevelInfo) {
nearClip = "0.1";
visibleDistance = "1000";
visibleGhostDistance = "0";
decalBias = "0.0015";
fogColor = "0.6 0.6 0.7 1";
fogDensity = "0";
fogDensityOffset = "700";
fogAtmosphereHeight = "0";
canvasClearColor = "0 0 0 255";
ambientLightBlendPhase = "1";
ambientLightBlendCurve = "0 0 -1 -1";
advancedLightmapSupport = "0";
soundDistanceModel = "Linear";
class = "DefaultGame";
canSave = "1";
canSaveDynamicFields = "1";
desc0 = "An empty room ready to be populated with Torque objects.";
Enabled = "1";
levelName = "Empty Room";
};
new SkyBox(theSky) {
Material = "BlankSkyMat";
drawBottom = "1";
fogBandHeight = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new Sun(theSun) {
azimuth = "230.396";
elevation = "45";
color = "0.968628 0.901961 0.901961 1";
ambient = "0.8 0.972549 0.996078 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
coronaEnabled = "1";
coronaScale = "0.5";
coronaTint = "1 1 1 1";
coronaUseLightColor = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "1024";
overDarkFactor = "3000 2000 1000 250";
shadowDistance = "400";
shadowSoftness = "0.25";
numSplits = "4";
logWeight = "0.96";
fadeStartDistance = "325";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new SimGroup(PlayerDropPoints) {
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
new SpawnSphere(DefaultCameraSpawnSphere) {
autoSpawn = "0";
spawnTransform = "0";
radius = "5";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
isAIControlled = "0";
dataBlock = "SpawnSphereMarker";
position = "0 -23.8079 2";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
homingCount = "0";
lockCount = "0";
};
};
new GroundPlane() {
squareSize = "128";
scaleU = "12";
scaleV = "12";
Material = "Grid_512_Gray";
canSave = "1";
canSaveDynamicFields = "1";
Enabled = "1";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
};
};
//--- OBJECT WRITE END ---

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$PostFXManager::Settings::ColorCorrectionRamp = "data/postFX/art/null_color_ramp.png";
$PostFXManager::Settings::DOF::BlurCurveFar = "";
$PostFXManager::Settings::DOF::BlurCurveNear = "";
$PostFXManager::Settings::DOF::BlurMax = "";
$PostFXManager::Settings::DOF::BlurMin = "";
$PostFXManager::Settings::DOF::EnableAutoFocus = "1";
$PostFXManager::Settings::DOF::EnableDOF = "";
$PostFXManager::Settings::DOF::FocusRangeMax = "";
$PostFXManager::Settings::DOF::FocusRangeMin = "";
$PostFXManager::Settings::EnableDOF = "1";
$PostFXManager::Settings::EnableSSAO = "1";
$PostFXManager::Settings::EnableHDR = "1";
$PostFXManager::Settings::EnableLightRays = "0";
$PostFXManager::Settings::EnablePostFX = "1";
$PostFXManager::Settings::EnableVignette = "1";
$PostFXManager::Settings::HDR::adaptRate = "2";
$PostFXManager::Settings::HDR::blueShiftColor = "1.05 0.97 1.27";
$PostFXManager::Settings::HDR::brightPassThreshold = "1";
$PostFXManager::Settings::HDR::enableBloom = "1";
$PostFXManager::Settings::HDR::enableBlueShift = "0";
$PostFXManager::Settings::HDR::enableToneMapping = "0.346939";
$PostFXManager::Settings::HDR::gaussMean = "0";
$PostFXManager::Settings::HDR::gaussMultiplier = "0.3";
$PostFXManager::Settings::HDR::gaussStdDev = "0.8";
$PostFXManager::Settings::HDR::keyValue = "0.18";
$PostFXManager::Settings::HDR::minLuminace = "0.001";
$PostFXManager::Settings::HDR::whiteCutoff = "1";
$PostFXManager::Settings::LightRays::brightScalar = "0.75";
$PostFXManager::Settings::LightRays::decay = "1.0";
$PostFXManager::Settings::LightRays::density = "0.94";
$PostFXManager::Settings::LightRays::numSamples = "40";
$PostFXManager::Settings::LightRays::weight = "5.65";
$PostFXManager::Settings::SSAO::blurDepthTol = "0.001";
$PostFXManager::Settings::SSAO::blurNormalTol = "0.95";
$PostFXManager::Settings::SSAO::lDepthMax = "2";
$PostFXManager::Settings::SSAO::lDepthMin = "0.2";
$PostFXManager::Settings::SSAO::lDepthPow = "0.2";
$PostFXManager::Settings::SSAO::lNormalPow = "2";
$PostFXManager::Settings::SSAO::lNormalTol = "-0.5";
$PostFXManager::Settings::SSAO::lRadius = "1";
$PostFXManager::Settings::SSAO::lStrength = "10";
$PostFXManager::Settings::SSAO::overallStrength = "2";
$PostFXManager::Settings::SSAO::quality = "0";
$PostFXManager::Settings::SSAO::sDepthMax = "1";
$PostFXManager::Settings::SSAO::sDepthMin = "0.1";
$PostFXManager::Settings::SSAO::sDepthPow = "1";
$PostFXManager::Settings::SSAO::sNormalPow = "1";
$PostFXManager::Settings::SSAO::sNormalTol = "0";
$PostFXManager::Settings::SSAO::sRadius = "0.1";
$PostFXManager::Settings::SSAO::sStrength = "6";
$PostFXManager::Settings::Vignette::VMax = 1.04345;

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
if ( isObject( moveMap ) )
moveMap.delete();
new ActionMap(moveMap);
//------------------------------------------------------------------------------
// Non-remapable binds
//------------------------------------------------------------------------------
moveMap.bindCmd(keyboard, "escape", "", "Canvas.pushDialog(PauseMenu);");
//------------------------------------------------------------------------------
// Movement Keys
//------------------------------------------------------------------------------
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, left, moveleft );
moveMap.bind( keyboard, right, moveright );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, s, movebackward );
moveMap.bind( keyboard, up, moveforward );
moveMap.bind( keyboard, down, movebackward );
moveMap.bind( keyboard, e, moveup );
moveMap.bind( keyboard, c, movedown );
moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );
moveMap.bind( gamepad, thumbrx, "D", "-0.23 0.23", gamepadYaw );
moveMap.bind( gamepad, thumbry, "D", "-0.23 0.23", gamepadPitch );
moveMap.bind( gamepad, thumblx, "D", "-0.23 0.23", gamePadMoveX );
moveMap.bind( gamepad, thumbly, "D", "-0.23 0.23", gamePadMoveY );
moveMap.bind( gamepad, btn_a, jump );
moveMap.bindCmd( gamepad, btn_back, "disconnect();", "" );
moveMap.bindCmd(gamepad, dpadl, "toggleLightColorViz();", "");
moveMap.bindCmd(gamepad, dpadu, "toggleDepthViz();", "");
moveMap.bindCmd(gamepad, dpadd, "toggleNormalsViz();", "");
moveMap.bindCmd(gamepad, dpadr, "toggleLightSpecularViz();", "");
//------------------------------------------------------------------------------
// Mouse Trigger
//------------------------------------------------------------------------------
moveMap.bind( mouse, button0, mouseFire );
moveMap.bind( mouse, button1, altTrigger );
//------------------------------------------------------------------------------
// Gamepad Trigger
//------------------------------------------------------------------------------
moveMap.bind(gamepad, triggerr, gamepadFire);
moveMap.bind(gamepad, triggerl, gamepadAltTrigger);
moveMap.bind(keyboard, f, setZoomFOV);
moveMap.bind(keyboard, r, toggleZoom);
moveMap.bind( gamepad, btn_b, toggleZoom );
//------------------------------------------------------------------------------
// Camera & View functions
//------------------------------------------------------------------------------
moveMap.bind( keyboard, z, toggleFreeLook );
moveMap.bind(keyboard, tab, toggleFirstPerson );
moveMap.bind(keyboard, "alt c", toggleCamera);
moveMap.bind( gamepad, btn_back, toggleCamera );
//------------------------------------------------------------------------------
// Demo recording functions
//------------------------------------------------------------------------------
moveMap.bind( keyboard, F3, startRecordingDemo );
moveMap.bind( keyboard, F4, stopRecordingDemo );
//------------------------------------------------------------------------------
// Helper Functions
//------------------------------------------------------------------------------
moveMap.bind(keyboard, "F8", dropCameraAtPlayer);
moveMap.bind(keyboard, "F7", dropPlayerAtCamera);
GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions);
//------------------------------------------------------------------------------
// Debugging Functions
//------------------------------------------------------------------------------
GlobalActionMap.bind(keyboard, "ctrl F2", showMetrics);
GlobalActionMap.bind(keyboard, "ctrl F3", doProfile);
//------------------------------------------------------------------------------
// Misc.
//------------------------------------------------------------------------------
GlobalActionMap.bind(keyboard, "tilde", toggleConsole);
GlobalActionMap.bindCmd(keyboard, "alt k", "cls();","");
GlobalActionMap.bindCmd(keyboard, "alt enter", "", "Canvas.attemptFullscreenToggle();");

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Non-remapable binds
//------------------------------------------------------------------------------
function escapeFromGame()
{
/*if ( $Server::ServerType $= "SinglePlayer" )
MessageBoxYesNo( "Exit", "Exit from this Mission?", "disconnect();", "");
else
MessageBoxYesNo( "Disconnect", "Disconnect from the server?", "disconnect();", "");*/
disconnect();
}
//------------------------------------------------------------------------------
// Movement Keys
//------------------------------------------------------------------------------
$movementSpeed = 1; // m/s
function setSpeed(%speed)
{
if(%speed)
$movementSpeed = %speed;
}
function moveleft(%val)
{
$mvLeftAction = %val * $movementSpeed;
}
function moveright(%val)
{
$mvRightAction = %val * $movementSpeed;
}
function moveforward(%val)
{
$mvForwardAction = %val * $movementSpeed;
}
function movebackward(%val)
{
$mvBackwardAction = %val * $movementSpeed;
}
function moveup(%val)
{
%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Camera"))
$mvUpAction = %val * $movementSpeed;
}
function movedown(%val)
{
%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Camera"))
$mvDownAction = %val * $movementSpeed;
}
function turnLeft( %val )
{
$mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function turnRight( %val )
{
$mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panUp( %val )
{
$mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panDown( %val )
{
$mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function getVerticalMouseAdjustAmount(%val)
{
%sensitivity = $pref::Input::VertMouseSensitivity;
// based on a default camera FOV of 90'
if(ServerConnection.zoomed)
%sensitivity = $pref::Input::ZoomVertMouseSensitivity;
if($pref::Input::invertVerticalMouse)
%sensitivity *= -1;
return(%val * ($cameraFov / 90) * 0.01) * %sensitivity;
}
function getHorizontalMouseAdjustAmount(%val)
{
%sensitivity = $pref::Input::HorzMouseSensitivity;
// based on a default camera FOV of 90'
if(ServerConnection.zoomed)
%sensitivity = $pref::Input::ZoomHorzMouseSensitivity;
return(%val * ($cameraFov / 90) * 0.01) * %sensitivity;
}
function getRollMouseAdjustAmount(%val)
{
return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::RollMouseSensitivity;
}
function getGamepadAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * 10.0;
}
function yaw(%val)
{
%yawAdj = getHorizontalMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
$mvYaw += %yawAdj;
}
function pitch(%val)
{
%pitchAdj = getVerticalMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
$mvPitch += %pitchAdj;
}
function jump(%val)
{
$mvTriggerCount2++;
}
function gamePadMoveX( %val )
{
$mvXAxis_L = %val;
}
function gamePadMoveY( %val )
{
$mvYAxis_L = %val;
}
function gamepadYaw(%val)
{
%yawAdj = getGamepadAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
if(%yawAdj > 0)
{
$mvYawLeftSpeed = %yawAdj;
$mvYawRightSpeed = 0;
}
else
{
$mvYawLeftSpeed = 0;
$mvYawRightSpeed = -%yawAdj;
}
}
function gamepadPitch(%val)
{
%pitchAdj = getGamepadAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
if(%pitchAdj > 0)
{
$mvPitchDownSpeed = %pitchAdj;
$mvPitchUpSpeed = 0;
}
else
{
$mvPitchDownSpeed = 0;
$mvPitchUpSpeed = -%pitchAdj;
}
}
//------------------------------------------------------------------------------
// Mouse Trigger
//------------------------------------------------------------------------------
function mouseFire(%val)
{
$mvTriggerCount0++;
}
function altTrigger(%val)
{
$mvTriggerCount1++;
toggleZoom(%val);
}
//------------------------------------------------------------------------------
// Gamepad Trigger
//------------------------------------------------------------------------------
function gamepadFire(%val)
{
if(%val > 0.1 && !$gamepadFireTriggered)
{
$gamepadFireTriggered = true;
$mvTriggerCount0++;
}
else if(%val <= 0.1 && $gamepadFireTriggered)
{
$gamepadFireTriggered = false;
$mvTriggerCount0++;
}
}
function gamepadAltTrigger(%val)
{
if(%val > 0.1 && !$gamepadAltTriggerTriggered)
{
$gamepadAltTriggerTriggered = true;
$mvTriggerCount1++;
}
else if(%val <= 0.1 && $gamepadAltTriggerTriggered)
{
$gamepadAltTriggerTriggered = false;
$mvTriggerCount1++;
}
}
//------------------------------------------------------------------------------
// Zoom and FOV functions
//------------------------------------------------------------------------------
if($Player::CurrentFOV $= "")
$Player::CurrentFOV = $pref::Player::DefaultFOV;
// toggleZoomFOV() works by dividing the CurrentFOV by 2. Each time that this
// toggle is hit it simply divides the CurrentFOV by 2 once again. If the
// FOV is reduced below a certain threshold then it resets to equal half of the
// DefaultFOV value. This gives us 4 zoom levels to cycle through.
function toggleZoomFOV()
{
$Player::CurrentFOV = $Player::CurrentFOV / 2;
if($Player::CurrentFOV < 5)
resetCurrentFOV();
if(ServerConnection.zoomed)
setFOV($Player::CurrentFOV);
else
{
setFov(ServerConnection.getControlCameraDefaultFov());
}
}
function resetCurrentFOV()
{
$Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2;
}
function turnOffZoom()
{
ServerConnection.zoomed = false;
setFov(ServerConnection.getControlCameraDefaultFov());
// Rather than just disable the DOF effect, we want to set it to the level's
// preset values.
//DOFPostEffect.disable();
ppOptionsUpdateDOFSettings();
}
function setZoomFOV(%val)
{
if(%val)
toggleZoomFOV();
}
function toggleZoom(%val)
{
if (%val)
{
ServerConnection.zoomed = true;
setFov($Player::CurrentFOV);
DOFPostEffect.setAutoFocus( true );
DOFPostEffect.setFocusParams( 0.5, 0.5, 50, 500, -5, 5 );
DOFPostEffect.enable();
}
else
{
turnOffZoom();
}
}
//------------------------------------------------------------------------------
// Camera & View functions
//------------------------------------------------------------------------------
function toggleFreeLook( %val )
{
if ( %val )
$mvFreeLook = true;
else
$mvFreeLook = false;
}
function toggleFirstPerson(%val)
{
if (%val)
{
ServerConnection.setFirstPerson(!ServerConnection.isFirstPerson());
}
}
function toggleCamera(%val)
{
if (%val)
commandToServer('ToggleCamera');
}
//------------------------------------------------------------------------------
// Demo recording functions
//------------------------------------------------------------------------------
function startRecordingDemo( %val )
{
if ( %val )
startDemoRecord();
}
function stopRecordingDemo( %val )
{
if ( %val )
stopDemoRecord();
}
//------------------------------------------------------------------------------
// Helper Functions
//------------------------------------------------------------------------------
function dropCameraAtPlayer(%val)
{
if (%val)
commandToServer('dropCameraAtPlayer');
}
function dropPlayerAtCamera(%val)
{
if (%val)
commandToServer('DropPlayerAtCamera');
}
function bringUpOptions(%val)
{
if (%val)
Canvas.pushDialog(OptionsDlg);
}
//------------------------------------------------------------------------------
// Debugging Functions
//------------------------------------------------------------------------------
function showMetrics(%val)
{
if(%val)
metrics("fps gfx shadow sfx terrain groundcover forest net");
}
//------------------------------------------------------------------------------
//
// Start profiler by pressing ctrl f3
// ctrl f3 - starts profile that will dump to console and file
//
function doProfile(%val)
{
if (%val)
{
// key down -- start profile
echo("Starting profile session...");
profilerReset();
profilerEnable(true);
}
else
{
// key up -- finish off profile
echo("Ending profile session...");
profilerDumpToFile("profilerDumpToFile" @ getSimTime() @ ".txt");
profilerEnable(false);
}
}

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datablock CameraData(Observer)
{
mode = "Observer";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock ParticleData(DefaultParticle)
{
textureName = "data/spectatorGameplay/art/particles/defaultParticle";
dragCoefficient = 0.498534;
gravityCoefficient = 0;
inheritedVelFactor = 0.499022;
constantAcceleration = 0.0;
lifetimeMS = 1313;
lifetimeVarianceMS = 500;
useInvAlpha = true;
spinRandomMin = -360;
spinRandomMax = 360;
spinSpeed = 1;
colors[0] = "0.992126 0.00787402 0.0314961 1";
colors[1] = "1 0.834646 0 0.645669";
colors[2] = "1 0.299213 0 0.330709";
colors[3] = "0.732283 1 0 0";
sizes[0] = 0;
sizes[1] = 0.497467;
sizes[2] = 0.73857;
sizes[3] = 0.997986;
times[0] = 0.0;
times[1] = 0.247059;
times[2] = 0.494118;
times[3] = 1;
animTexName = "data/spectatorGameplay/art/particles/defaultParticle";
};
datablock ParticleEmitterData(DefaultEmitter)
{
ejectionPeriodMS = "50";
ejectionVelocity = "1";
velocityVariance = "0";
ejectionOffset = "0.2";
thetaMax = "40";
particles = "DefaultParticle";
blendStyle = "ADDITIVE";
softParticles = "0";
softnessDistance = "1";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//------------------------------------------------------------------------------
// LightAnimData
//------------------------------------------------------------------------------
datablock LightAnimData( NullLightAnim )
{
animEnabled = false;
};
datablock LightAnimData( PulseLightAnim )
{
brightnessA = 0;
brightnessZ = 1;
brightnessPeriod = 1;
brightnessKeys = "aza";
brightnessSmooth = true;
};
datablock LightAnimData( SubtlePulseLightAnim )
{
brightnessA = 0.5;
brightnessZ = 1;
brightnessPeriod = 1;
brightnessKeys = "aza";
brightnessSmooth = true;
};
datablock LightAnimData( FlickerLightAnim )
{
brightnessA = 1;
brightnessZ = 0;
brightnessPeriod = 5;
brightnessKeys = "aaazaaaaaazaaazaaazaaaaazaaaazzaaaazaaaaaazaaaazaaaza";
brightnessSmooth = false;
};
datablock LightAnimData( BlinkLightAnim )
{
brightnessA = 0;
brightnessZ = 1;
brightnessPeriod = 5;
brightnessKeys = "azaaaazazaaaaaazaaaazaaaazzaaaaaazaazaaazaaaaaaa";
brightnessSmooth = false;
};
datablock LightAnimData( FireLightAnim )
{
brightnessA = 0.75;
brightnessZ = 1;
brightnessPeriod = 0.7;
brightnessKeys = "annzzznnnzzzaznzzzz";
brightnessSmooth = 0;
offsetA[0] = "-0.05";
offsetA[1] = "-0.05";
offsetA[2] = "-0.05";
offsetZ[0] = "0.05";
offsetZ[1] = "0.05";
offsetZ[2] = "0.05";
offsetPeriod[0] = "1.25";
offsetPeriod[1] = "1.25";
offsetPeriod[2] = "1.25";
offsetKeys[0] = "ahahaazahakayajza";
offsetKeys[1] = "ahahaazahakayajza";
offsetKeys[2] = "ahahaazahakayajza";
rotKeys[0] = "";
rotKeys[1] = "";
rotKeys[2] = "";
colorKeys[0] = "";
colorKeys[1] = "";
colorKeys[2] = "";
};
datablock LightAnimData( SpinLightAnim )
{
rotA[2] = "0";
rotZ[2] = "360";
rotPeriod[2] = "1";
rotKeys[2] = "az";
rotSmooth[2] = true;
};
//------------------------------------------------------------------------------
// LightFlareData
//------------------------------------------------------------------------------
datablock LightFlareData( NullLightFlare )
{
flareEnabled = false;
};
datablock LightFlareData( SunFlareExample )
{
overallScale = 4.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/spectatorGameplay/art/lights/lensFlareSheet0";
elementRect[0] = "512 0 512 512";
elementDist[0] = 0.0;
elementScale[0] = 2.0;
elementTint[0] = "0.6 0.6 0.6";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "1152 0 128 128";
elementDist[1] = 0.3;
elementScale[1] = 0.7;
elementTint[1] = "1.0 1.0 1.0";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "1024 0 128 128";
elementDist[2] = 0.5;
elementScale[2] = 0.25;
elementTint[2] = "1.0 1.0 1.0";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "1024 128 128 128";
elementDist[3] = 0.8;
elementScale[3] = 0.7;
elementTint[3] = "1.0 1.0 1.0";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "1024 0 128 128";
elementDist[4] = 1.18;
elementScale[4] = 0.5;
elementTint[4] = "1.0 1.0 1.0";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[5] = "1152 128 128 128";
elementDist[5] = 1.25;
elementScale[5] = 0.25;
elementTint[5] = "1.0 1.0 1.0";
elementRotate[5] = true;
elementUseLightColor[5] = true;
elementRect[6] = "1024 0 128 128";
elementDist[6] = 2.0;
elementScale[6] = 0.25;
elementTint[6] = "1.0 1.0 1.0";
elementRotate[6] = true;
elementUseLightColor[6] = true;
occlusionRadius = "0.25";
};
datablock LightFlareData( SunFlareExample2 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/spectatorGameplay/art/lights/lensFlareSheet0";
elementRect[0] = "1024 0 128 128";
elementDist[0] = 0.5;
elementScale[0] = 0.25;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "1024 128 128 128";
elementDist[1] = 0.8;
elementScale[1] = 0.7;
elementTint[1] = "1.0 1.0 1.0";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "1024 0 128 128";
elementDist[2] = 1.18;
elementScale[2] = 0.5;
elementTint[2] = "1.0 1.0 1.0";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "1152 128 128 128";
elementDist[3] = 1.25;
elementScale[3] = 0.25;
elementTint[3] = "1.0 1.0 1.0";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "1024 0 128 128";
elementDist[4] = 2.0;
elementScale[4] = 0.25;
elementTint[4] = "0.7 0.7 0.7";
elementRotate[4] = true;
elementUseLightColor[4] = true;
occlusionRadius = "0.25";
};
datablock LightFlareData(SunFlareExample3)
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/spectatorGameplay/art/lights/lensflareSheet3.png";
elementRect[0] = "0 256 256 256";
elementDist[0] = "-0.6";
elementScale[0] = "3.5";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "128 128 128 128";
elementDist[1] = "0.1";
elementScale[1] = "1.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "0 0 64 64";
elementDist[2] = "0.4";
elementScale[2] = "0.25";
elementTint[2] = "0 0 1 1";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "0 0 64 64";
elementDist[3] = "0.45";
elementScale[3] = 0.25;
elementTint[3] = "0 1 0 1";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "0 0 64 64";
elementDist[4] = "0.5";
elementScale[4] = 0.25;
elementTint[4] = "1 0 0 1";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[9] = "256 0 256 256";
elementDist[3] = "0.45";
elementScale[3] = "0.25";
elementScale[9] = "2";
elementRect[4] = "0 0 64 64";
elementRect[5] = "128 0 128 128";
elementDist[4] = "0.5";
elementDist[5] = "1.2";
elementScale[1] = "1.5";
elementScale[4] = "0.25";
elementScale[5] = "0.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementTint[2] = "0 0 1 1";
elementTint[5] = "0.721569 0 1 1";
elementRotate[5] = "0";
elementUseLightColor[5] = "1";
elementRect[0] = "0 256 256 256";
elementRect[1] = "128 128 128 128";
elementRect[2] = "0 0 64 64";
elementRect[3] = "0 0 64 64";
elementDist[0] = "-0.6";
elementDist[1] = "0.1";
elementDist[2] = "0.4";
elementScale[0] = "3.5";
elementScale[2] = "0.25";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementTint[3] = "0 1 0 1";
elementTint[4] = "1 0 0 1";
elementRect[6] = "64 64 64 64";
elementDist[6] = "0.9";
elementScale[6] = "4";
elementTint[6] = "0.00392157 0.721569 0.00392157 1";
elementRotate[6] = "0";
elementUseLightColor[6] = "1";
elementRect[7] = "64 64 64 64";
elementRect[8] = "64 64 64 64";
elementDist[7] = "0.25";
elementDist[8] = "0.18";
elementDist[9] = "0";
elementScale[7] = "2";
elementScale[8] = "0.5";
elementTint[7] = "0.6 0.0117647 0.741176 1";
elementTint[8] = "0.027451 0.690196 0.0117647 1";
elementTint[9] = "0.647059 0.647059 0.647059 1";
elementRotate[9] = "0";
elementUseLightColor[7] = "1";
elementUseLightColor[8] = "1";
elementRect[10] = "256 256 256 256";
elementRect[11] = "0 64 64 64";
elementRect[12] = "0 64 64 64";
elementRect[13] = "64 0 64 64";
elementDist[10] = "0";
elementDist[11] = "-0.3";
elementDist[12] = "-0.32";
elementDist[13] = "1";
elementScale[10] = "10";
elementScale[11] = "2.5";
elementScale[12] = "0.3";
elementScale[13] = "0.4";
elementTint[10] = "0.321569 0.321569 0.321569 1";
elementTint[11] = "0.443137 0.0431373 0.00784314 1";
elementTint[12] = "0.00784314 0.996078 0.0313726 1";
elementTint[13] = "0.996078 0.94902 0.00784314 1";
elementUseLightColor[10] = "1";
elementUseLightColor[11] = "1";
elementUseLightColor[13] = "1";
elementRect[14] = "0 0 64 64";
elementDist[14] = "0.15";
elementScale[14] = "0.8";
elementTint[14] = "0.505882 0.0470588 0.00784314 1";
elementRotate[14] = "1";
elementUseLightColor[9] = "1";
elementUseLightColor[14] = "1";
elementRect[15] = "64 64 64 64";
elementRect[16] = "0 64 64 64";
elementRect[17] = "0 0 64 64";
elementRect[18] = "0 64 64 64";
elementRect[19] = "256 0 256 256";
elementDist[15] = "0.8";
elementDist[16] = "0.7";
elementDist[17] = "1.4";
elementDist[18] = "-0.5";
elementDist[19] = "-1.5";
elementScale[15] = "3";
elementScale[16] = "0.3";
elementScale[17] = "0.2";
elementScale[18] = "1";
elementScale[19] = "35";
elementTint[15] = "0.00784314 0.00784314 0.996078 1";
elementTint[16] = "0.992157 0.992157 0.992157 1";
elementTint[17] = "0.996078 0.603922 0.00784314 1";
elementTint[18] = "0.2 0.00392157 0.47451 1";
elementTint[19] = "0.607843 0.607843 0.607843 1";
elementUseLightColor[15] = "1";
elementUseLightColor[18] = "1";
elementUseLightColor[19] = "1";
occlusionRadius = "0.25";
};
datablock LightFlareData(SunFlarePacificIsland)
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/spectatorGameplay/art/lights/lensflareSheet3.png";
elementRect[0] = "0 256 256 256";
elementDist[0] = "-0.6";
elementScale[0] = "3.5";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "128 128 128 128";
elementDist[1] = "0.1";
elementScale[1] = "1.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "0 0 64 64";
elementDist[2] = "0.4";
elementScale[2] = "0.25";
elementTint[2] = "0 0 1 1";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "0 0 64 64";
elementDist[3] = "0.45";
elementScale[3] = 0.25;
elementTint[3] = "0 1 0 1";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "0 0 64 64";
elementDist[4] = "0.5";
elementScale[4] = 0.25;
elementTint[4] = "1 0 0 1";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[9] = "256 0 256 256";
elementDist[3] = "0.45";
elementScale[3] = "0.25";
elementScale[9] = "2";
elementRect[4] = "0 0 64 64";
elementRect[5] = "128 0 128 128";
elementDist[4] = "0.5";
elementDist[5] = "1.2";
elementScale[1] = "1.5";
elementScale[4] = "0.25";
elementScale[5] = "0.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementTint[2] = "0 0 1 1";
elementTint[5] = "0.721569 0 1 1";
elementRotate[5] = "0";
elementUseLightColor[5] = "1";
elementRect[0] = "0 256 256 256";
elementRect[1] = "128 128 128 128";
elementRect[2] = "0 0 64 64";
elementRect[3] = "0 0 64 64";
elementDist[0] = "-0.6";
elementDist[1] = "0.1";
elementDist[2] = "0.4";
elementScale[0] = "3.5";
elementScale[2] = "0.25";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementTint[3] = "0 1 0 1";
elementTint[4] = "1 0 0 1";
elementRect[6] = "64 64 64 64";
elementDist[6] = "0.9";
elementScale[6] = "4";
elementTint[6] = "0.00392157 0.721569 0.00392157 1";
elementRotate[6] = "0";
elementUseLightColor[6] = "1";
elementRect[7] = "64 64 64 64";
elementRect[8] = "64 64 64 64";
elementDist[7] = "0.25";
elementDist[8] = "0.18";
elementDist[9] = "0";
elementScale[7] = "2";
elementScale[8] = "0.5";
elementTint[7] = "0.6 0.0117647 0.741176 1";
elementTint[8] = "0.027451 0.690196 0.0117647 1";
elementTint[9] = "0.647059 0.647059 0.647059 1";
elementRotate[9] = "0";
elementUseLightColor[7] = "1";
elementUseLightColor[8] = "1";
elementRect[10] = "256 256 256 256";
elementRect[11] = "0 64 64 64";
elementRect[12] = "0 64 64 64";
elementRect[13] = "64 0 64 64";
elementDist[10] = "0";
elementDist[11] = "-0.3";
elementDist[12] = "-0.32";
elementDist[13] = "1";
elementScale[10] = "10";
elementScale[11] = "2.5";
elementScale[12] = "0.3";
elementScale[13] = "0.4";
elementTint[10] = "0.321569 0.321569 0.321569 1";
elementTint[11] = "0.443137 0.0431373 0.00784314 1";
elementTint[12] = "0.00784314 0.996078 0.0313726 1";
elementTint[13] = "0.996078 0.94902 0.00784314 1";
elementUseLightColor[10] = "1";
elementUseLightColor[11] = "1";
elementUseLightColor[13] = "1";
elementRect[14] = "0 0 64 64";
elementDist[14] = "0.15";
elementScale[14] = "0.8";
elementTint[14] = "0.505882 0.0470588 0.00784314 1";
elementRotate[14] = "1";
elementUseLightColor[9] = "1";
elementUseLightColor[14] = "1";
elementRect[15] = "64 64 64 64";
elementRect[16] = "0 64 64 64";
elementRect[17] = "0 0 64 64";
elementRect[18] = "0 64 64 64";
elementRect[19] = "256 0 256 256";
elementDist[15] = "0.8";
elementDist[16] = "0.7";
elementDist[17] = "1.4";
elementDist[18] = "-0.5";
elementDist[19] = "-1.5";
elementScale[15] = "3";
elementScale[16] = "0.3";
elementScale[17] = "0.2";
elementScale[18] = "1";
elementScale[19] = "35";
elementTint[15] = "0.00784314 0.00784314 0.996078 1";
elementTint[16] = "0.992157 0.992157 0.992157 1";
elementTint[17] = "0.996078 0.603922 0.00784314 1";
elementTint[18] = "0.2 0.00392157 0.47451 1";
elementTint[19] = "0.607843 0.607843 0.607843 1";
elementUseLightColor[15] = "1";
elementUseLightColor[18] = "1";
elementUseLightColor[19] = "1";
};
datablock LightFlareData( LightFlareExample0 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = true;
flareTexture = "data/spectatorGameplay/art/lights/lensFlareSheet1";
elementRect[0] = "0 512 512 512";
elementDist[0] = 0.0;
elementScale[0] = 0.5;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = false;
elementUseLightColor[0] = false;
elementRect[1] = "512 0 512 512";
elementDist[1] = 0.0;
elementScale[1] = 2.0;
elementTint[1] = "0.5 0.5 0.5";
elementRotate[1] = false;
elementUseLightColor[1] = false;
occlusionRadius = "0.25";
};
datablock LightFlareData( LightFlareExample1 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = true;
flareTexture = "data/spectatorGameplay/art/lights/lensFlareSheet1";
elementRect[0] = "512 512 512 512";
elementDist[0] = 0.0;
elementScale[0] = 0.5;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = false;
elementUseLightColor[0] = false;
elementRect[1] = "512 0 512 512";
elementDist[1] = 0.0;
elementScale[1] = 2.0;
elementTint[1] = "0.5 0.5 0.5";
elementRotate[1] = false;
elementUseLightColor[1] = false;
occlusionRadius = "0.25";
};
datablock LightFlareData( LightFlareExample2 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = true;
flareTexture = "data/spectatorGameplay/art/lights/lensFlareSheet0";
elementRect[0] = "512 512 512 512";
elementDist[0] = 0.0;
elementScale[0] = 0.5;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "512 0 512 512";
elementDist[1] = 0.0;
elementScale[1] = 2.0;
elementTint[1] = "0.7 0.7 0.7";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "1152 0 128 128";
elementDist[2] = 0.3;
elementScale[2] = 0.5;
elementTint[2] = "1.0 1.0 1.0";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "1024 0 128 128";
elementDist[3] = 0.5;
elementScale[3] = 0.25;
elementTint[3] = "1.0 1.0 1.0";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "1024 128 128 128";
elementDist[4] = 0.8;
elementScale[4] = 0.6;
elementTint[4] = "1.0 1.0 1.0";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[5] = "1024 0 128 128";
elementDist[5] = 1.18;
elementScale[5] = 0.5;
elementTint[5] = "0.7 0.7 0.7";
elementRotate[5] = true;
elementUseLightColor[5] = true;
elementRect[6] = "1152 128 128 128";
elementDist[6] = 1.25;
elementScale[6] = 0.35;
elementTint[6] = "0.8 0.8 0.8";
elementRotate[6] = true;
elementUseLightColor[6] = true;
elementRect[7] = "1024 0 128 128";
elementDist[7] = 2.0;
elementScale[7] = 0.25;
elementTint[7] = "1.0 1.0 1.0";
elementRotate[7] = true;
elementUseLightColor[7] = true;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This is the default save location for any Datablocks created in the
// Datablock Editor (this script is executed from onServerCreated())

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This is the default save location for any Decal datablocks created in the
// Decal Editor (this script is executed from onServerCreated())

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This is the default save location for any Particle datablocks created in the
// Particle Editor (this script is executed from onServerCreated())

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// This is the default save location for any Particle Emitter datablocks created in the
// Particle Editor (this script is executed from onServerCreated())

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock MissionMarkerData(WayPointMarker)
{
category = "Misc";
shapeFile = "data/spectatorGameplay/art/shapes/octahedron.dts";
};
datablock MissionMarkerData(SpawnSphereMarker)
{
category = "Misc";
shapeFile = "data/spectatorGameplay/art/shapes/octahedron.dts";
};
datablock MissionMarkerData(CameraBookmarkMarker)
{
category = "Misc";
shapeFile = "data/spectatorGameplay/art/shapes/camera.dts";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock RibbonNodeData(DefaultRibbonNodeData)
{
timeMultiple = 1.0;
};
//ribbon data////////////////////////////////////////
datablock RibbonData(BasicRibbon)
{
size[0] = 0.5;
color[0] = "1.0 0.0 0.0 1.0";
position[0] = 0.0;
size[1] = 0.0;
color[1] = "1.0 0.0 0.0 0.0";
position[1] = 1.0;
RibbonLength = 40;
fadeAwayStep = 0.1;
UseFadeOut = true;
RibbonMaterial = BasicRibbonMat;
category = "FX";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// PlayGui is the main TSControl through which the game is viewed.
// The PlayGui also contains the hud controls.
//-----------------------------------------------------------------------------
function PlayGui::onWake(%this)
{
// Turn off any shell sounds...
// sfxStop( ... );
$enableDirectInput = "1";
activateDirectInput();
// Message hud dialog
if ( isObject( MainChatHud ) )
{
Canvas.pushDialog( MainChatHud );
chatHud.attach(HudMessageVector);
}
// just update the action map here
moveMap.push();
// hack city - these controls are floating around and need to be clamped
if ( isFunction( "refreshCenterTextCtrl" ) )
schedule(0, 0, "refreshCenterTextCtrl");
if ( isFunction( "refreshBottomTextCtrl" ) )
schedule(0, 0, "refreshBottomTextCtrl");
}
function PlayGui::onSleep(%this)
{
if ( isObject( MainChatHud ) )
Canvas.popDialog( MainChatHud );
// pop the keymaps
moveMap.pop();
}
function PlayGui::clearHud( %this )
{
Canvas.popDialog( MainChatHud );
while ( %this.getCount() > 0 )
%this.getObject( 0 ).delete();
}
//-----------------------------------------------------------------------------
function refreshBottomTextCtrl()
{
BottomPrintText.position = "0 0";
}
function refreshCenterTextCtrl()
{
CenterPrintText.position = "0 0";
}

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new GameTSCtrl(PlayGui) {
isContainer = "1";
profile = "GuiContentProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "1024 768";
minExtent = "8 8";
canSave = "1";
visible = "1";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
cameraZRot = "0";
forceFOV = "0";
enabled = "1";
helpTag = "0";
noCursor = "1";
new GuiBitmapCtrl(LagIcon) {
bitmap = "data/ui/art/lagIcon.png";
wrap = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "572 3";
Extent = "32 32";
MinExtent = "8 8";
canSave = "1";
Visible = "0";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// What kind of "player" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
function DefaultGame::initGameVars(%this)
{
// Leave $Game::defaultPlayerClass and $Game::defaultPlayerDataBlock as empty strings ("")
// to spawn a the $Game::defaultCameraClass as the control object.
$Game::DefaultPlayerClass = "";
$Game::DefaultPlayerDataBlock = "";
$Game::DefaultPlayerSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
//-----------------------------------------------------------------------------
// What kind of "camera" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
$Game::DefaultCameraClass = "Camera";
$Game::DefaultCameraDataBlock = "Observer";
$Game::DefaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
// Global movement speed that affects all Cameras
$Camera::MovementSpeed = 30;
}
//-----------------------------------------------------------------------------
// DefaultGame manages the communication between the server's world and the
// client's simulation. These functions are responsible for maintaining the
// client's camera and player objects.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// This is the main entry point for spawning a control object for the client.
// The control object is the actual game object that the client is responsible
// for controlling in the client and server simulations. We also spawn a
// convenient camera object for use as an alternate control object. We do not
// have to spawn this camera object in order to function in the simulation.
//
// Called for each client after it's finished downloading the mission and is
// ready to start playing.
//-----------------------------------------------------------------------------
function DefaultGame::onClientEnterGame(%this, %client)
{
// This function currently relies on some helper functions defined in
// core/scripts/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
// Find a spawn point for the camera
%cameraSpawnPoint = %this.pickCameraSpawnPoint($Game::DefaultCameraSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnCamera(%cameraSpawnPoint, %client);
}
//-----------------------------------------------------------------------------
// Clean up the client's control objects
//-----------------------------------------------------------------------------
function DefaultGame::onClientLeaveGame(%this, %client)
{
// Cleanup the camera
if (isObject(%this.camera))
%this.camera.delete();
}
//-----------------------------------------------------------------------------
// The server has started up so do some game start up
//-----------------------------------------------------------------------------
function DefaultGame::onMissionStart(%this)
{
//set up the game and game variables
%this.initGameVars();
$Game::Duration = %this.duration;
}
function DefaultGame::onMissionEnded(%this)
{
cancel($Game::Schedule);
$Game::Running = false;
$Game::Cycling = false;
}
function DefaultGame::onMissionReset(%this)
{
// Called by resetMission(), after all the temporary mission objects
// have been deleted.
%this.initGameVars();
$Game::Duration = %this.duration;
}
//-----------------------------------------------------------------------------
// Functions that implement game-play
// These are here for backwards compatibilty only, games and/or mods should
// really be overloading the server and mission functions listed ubove.
//-----------------------------------------------------------------------------
function DefaultGame::pickCameraSpawnPoint(%this, %spawnGroups)
{
// Walk through the groups until we find a valid object
for (%i = 0; %i < getWordCount(%spawnGroups); %i++)
{
%group = getWord(%spawnGroups, %i);
%count = getWordCount(%group);
if (isObject(%group))
%spawnPoint = %group.getRandom();
if (isObject(%spawnPoint))
return %spawnPoint;
}
// Didn't find a spawn point by looking for the groups
// so let's return the "default" SpawnSphere
// First create it if it doesn't already exist
if (!isObject(DefaultCameraSpawnSphere))
{
%spawn = new SpawnSphere(DefaultCameraSpawnSphere)
{
dataBlock = "SpawnSphereMarker";
spawnClass = $Game::DefaultCameraClass;
spawnDatablock = $Game::DefaultCameraDataBlock;
};
// Add it to the MissionCleanup group so that it
// doesn't get saved to the Mission (and gets cleaned
// up of course)
MissionCleanup.add(%spawn);
}
return DefaultCameraSpawnSphere;
}
function DefaultGame::spawnCamera(%this, %spawnPoint, %client)
{
// Set the control object to the default camera
if (!isObject(%client.camera))
{
%camObj = spawnObject(Camera, Observer);
%client.camera = %camObj;
}
// If we have a camera then set up some properties
if (isObject(%client.camera))
{
MissionCleanup.add( %client.camera );
%client.camera.scopeToClient(%client);
%client.setControlObject(%client.camera);
if (isDefined("%spawnPoint"))
{
// Attempt to treat %spawnPoint as an object
if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
{
%client.camera.setTransform(%spawnPoint.getTransform());
}
else
{
// Treat %spawnPoint as an AxisAngle transform
%client.camera.setTransform(%spawnPoint);
}
}
}
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function VolumetricFog::onEnterFog(%this,%obj)
{
// This method is called whenever the control object (Camera or Player)
// %obj enters the fog area.
// echo("Control Object " @ %obj @ " enters fog " @ %this);
}
function VolumetricFog::onLeaveFog(%this,%obj)
{
// This method is called whenever the control object (Camera or Player)
// %obj leaves the fog area.
// echo("Control Object " @ %obj @ " left fog " @ %this);
}
function VolumetricFog::Dissolve(%this,%speed,%delete)
{
// This method dissolves the fog at speed milliseconds
%this.isBuilding = true;
if (%this.FogDensity > 0)
{
%this.setFogDensity(%this.FogDensity - 0.005);
%this.schedule(%speed,Dissolve,%speed,%delete);
}
else
{
%this.isBuilding = false;
%this.SetFogDensity(0.0);
if (%delete !$= "" && %delete !$="0" && %delete !$="false")
%this.schedule(250,delete);
}
}
function VolumetricFog::Thicken(%this,%speed, %end_density)
{
// This method thickens the fog at speed milliseconds to a density of %end_density
%this.isBuilding = true;
if (%this.FogDensity + 0.005 < %end_density)
{
%this.setFogDensity(%this.FogDensity + 0.005);
%this.schedule(%speed,Thicken,%speed, %end_density);
}
else
{
%this.setFogDensity(%end_density);
%this.isBuilding = false;
}
}
function GenerateFog(%pos,%scale,%color,%density)
{
// This function can be used to generate some fog caused by massive gunfire etc.
// Change shape and modulation data to your likings.
%fog=new VolumetricFog() {
shapeName = "data/FPSGameplay/art/environment/Fog_Sphere.dts";
fogColor = %color;
fogDensity = "0.0";
ignoreWater = "0";
MinSize = "250";
FadeSize = "750";
texture = "data/FPSGameplay/art/environment/FogMod_heavy.dds";
tiles = "1";
modStrength = "0.2";
PrimSpeed = "-0.01 0.04";
SecSpeed = "0.02 0.02";
position = %pos;
rotation = "0 0 1 20.354";
scale = %scale;
canSave = "1";
canSaveDynamicFields = "1";
};
if (isObject(%fog))
{
MissionCleanup.add(%fog);
%fog.Thicken(500,%density);
}
return %fog;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Global movement speed that affects all cameras. This should be moved
// into the camera datablock.
$Camera::movementSpeed = 30;
function Observer::onTrigger(%this,%obj,%trigger,%state)
{
// state = 0 means that a trigger key was released
if (%state == 0)
return;
// Default player triggers: 0=fire 1=altFire 2=jump
%client = %obj.getControllingClient();
switch$ (%obj.mode)
{
case "Observer":
// Do something interesting.
case "Corpse":
// Viewing dead corpse, so we probably want to respawn.
%client.spawnPlayer();
// Set the camera back into observer mode, since in
// debug mode we like to switch to it.
%this.setMode(%obj,"Observer");
}
}
function Observer::setMode(%this,%obj,%mode,%arg1,%arg2,%arg3)
{
switch$ (%mode)
{
case "Observer":
// Let the player fly around
%obj.setFlyMode();
case "Corpse":
// Lock the camera down in orbit around the corpse,
// which should be arg1
%transform = %arg1.getTransform();
%obj.setOrbitMode(%arg1, %transform, 0.5, 4.5, 4.5);
}
%obj.mode = %mode;
}
//-----------------------------------------------------------------------------
// Camera methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function Camera::onAdd(%this,%obj)
{
// Default start mode
%this.setMode(%this.mode);
}
function Camera::setMode(%this,%mode,%arg1,%arg2,%arg3)
{
// Punt this one over to our datablock
%this.getDatablock().setMode(%this,%mode,%arg1,%arg2,%arg3);
}

View file

@ -90,17 +90,15 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
%diffuseImageSuffix = ImportAssetWindow.parseImagePathSuffixes(%diffuseImagePath);
if(ImportAssetWindow.activeImportConfig.UseDiffuseSuffixOnOriginImg == 1 && %diffuseImageSuffix $= "")
{
%diffuseToken = getToken(ImportAssetWindow.activeImportConfig.DiffuseTypeSuffixes, ",;", 0);
%diffuseAsset = AssetBrowser.addImportingAsset("Image", %diffuseImagePath, %materialItemId, %filename @ %diffuseToken);
%diffuseAsset = AssetBrowser.addImportingAsset("Image", %diffuseImagePath, %assetItem, %filename @ %diffuseToken);
}
else
{
%diffuseAsset = AssetBrowser.addImportingAsset("Image", %diffuseImagePath, %materialItemId);
%diffuseAsset = AssetBrowser.addImportingAsset("Image", %diffuseImagePath, %assetItem);
}
%assetItem.diffuseImageAsset = %diffuseAsset;
@ -141,7 +139,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%targetFilePath !$= "")
{
%normalAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%normalAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.normalImageAsset = %normalAsset;
}
}
@ -160,7 +158,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%foundFile)
{
%specularAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%specularAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.specularImageAsset = %specularAsset;
break;
}
@ -182,7 +180,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%foundFile)
{
%metalAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%metalAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.metalImageAsset = %metalAsset;
break;
}
@ -204,7 +202,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%foundFile)
{
%roughnessAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%roughnessAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.roughnessImageAsset = %roughnessAsset;
break;
}
@ -226,7 +224,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%foundFile)
{
%smoothnessAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%smoothnessAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.SmoothnessImageAsset = %smoothnessAsset;
break;
}
@ -248,7 +246,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%foundFile)
{
%AOAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%AOAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.AOImageAsset = %AOAsset;
break;
}
@ -270,7 +268,7 @@ function AssetBrowser::prepareImportMaterialAsset(%this, %assetItem)
if(%foundFile)
{
%compositeAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %materialItemId);
%compositeAsset = AssetBrowser.addImportingAsset("Image", %targetFilePath, %assetItem);
%assetItem.compositeImageAsset = %compositeAsset;
break;
}

View file

@ -866,6 +866,10 @@ if(TORQUE_TEMPLATE)
message("Prepare Template(${TORQUE_TEMPLATE}) install...")
file(GLOB_RECURSE INSTALL_FILES_AND_DIRS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/*")
IF( NOT TORQUE_D3D11)
list(REMOVE_ITEM INSTALL_FILES_AND_DIRS "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/game/D3DCompiler_47.dll")
ENDIF()
foreach(ITEM ${INSTALL_FILES_AND_DIRS})
get_filename_component( dir ${ITEM} DIRECTORY )
STRING(REGEX REPLACE "${CMAKE_SOURCE_DIR}/Templates/${TORQUE_TEMPLATE}/" "${TORQUE_APP_DIR}/" INSTALL_DIR ${dir})