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https://github.com/TorqueGameEngines/Torque3D.git
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Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem Fixed clang compiler problem with having the class namespace used in an inline for the == operator Tweaked some theme stuff to be more consistent. Added initial test of no-pie for linux test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
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1102 changed files with 205083 additions and 62836 deletions
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@ -117,6 +117,17 @@
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extern "C" {
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#endif /* __cplusplus */
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/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
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*
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* At the moment the magnitude variables are mixed between signed/unsigned, and
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* it is also not made clear that ALL of those variables expect a max of 0x7FFF.
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*
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* Some platforms may have higher precision than that (Linux FF, Windows XInput)
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* so we should fix the inconsistency in favor of higher possible precision,
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* adjusting for platforms that use different scales.
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* -flibit
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*/
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/**
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* \typedef SDL_Haptic
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*
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@ -656,8 +667,8 @@ typedef struct SDL_HapticRamp
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* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
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*
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* The Left/Right effect is used to explicitly control the large and small
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* motors, commonly found in modern game controllers. One motor is high
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* frequency, the other is low frequency.
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* motors, commonly found in modern game controllers. The small (right) motor
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* is high frequency, and the large (left) motor is low frequency.
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*
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* \sa SDL_HAPTIC_LEFTRIGHT
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* \sa SDL_HapticEffect
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@ -668,7 +679,7 @@ typedef struct SDL_HapticLeftRight
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Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
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/* Replay */
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Uint32 length; /**< Duration of the effect. */
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Uint32 length; /**< Duration of the effect in milliseconds. */
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/* Rumble */
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Uint16 large_magnitude; /**< Control of the large controller motor. */
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