Commit graph

52 commits

Author SHA1 Message Date
AzaezelX
93faa243ac cleanups for sound assets
removed redundant get<foo>Profile calls, correctly used a few in proxmine
2021-11-27 00:32:25 -06:00
Robert MacGregor
2b15c9e89d * BugFix: Correct the vehicle types double-tapping their onAdd and onRemove callbacks - rigidShape handles dispatching the script callbacks. 2021-11-11 16:41:28 -05:00
AzaezelX
42d137f4a9 DECLARE_ASSET_ARRAY_SETGET is incompatible with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-03 15:20:08 -05:00
AzaezelX
98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
marauder2k7
6bec47d3fa -SoundAsset added init for enum types.
-Vehicles updated to use enum initpersistfield.
2021-09-28 23:36:04 +01:00
marauder2k7
57aceb60fb QOC
Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7
e9d0f68b55 Preload all soundAsset
-Fixed: Preloads need to preload all soundAssets not just the ones it was preloading before.
2021-09-20 17:05:11 +01:00
marauder2k7
30b57c0f95 More turns
-Flying Vehicle
-Proximinity Mine
2021-09-20 14:17:10 +01:00
marauder2k7
704eb27600 More Implements
-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
Areloch
5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
rextimmy
5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
AzaezelX
516a05301f corrected and implemented a usage of shapeasset macros (and stray membervars touched). todo: shapebaseimage, debris. 2020-12-22 12:34:15 -06:00
Lukas Joergensen
5a994bdddc Rename GuiSpeedometer::mColor to mNeedleColor to avoid clash with parent 2020-11-15 21:30:45 +01:00
AzaezelX
3a67ddd34c so ok, looks like there's *still* wonkiness with processtick runing through from vehicle to rigidshape. we'll have to review that at a later date. mean time, explicitly specifying shapebase so folks can proceede with thier project requests 2020-10-02 14:44:43 -05:00
AzaezelX
afb39d398f code review:
1) got rid of evey class having it's own gravity
2) rigidshape inheritance simplifications
3) gravitymod from physicszones taking buoyancy into account natively (we still track raw bouyancy to cancel it out for player)
4) disableMove used throughout
5) items can now also be influenced by the appliedforce from physicszones
2020-10-02 13:53:46 -05:00
Areloch
8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 2020-09-19 18:25:10 -05:00
AzaezelX
fabd5864fa uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
AzaezelX
245994dbdd Merge branch 'rigidshapeReorg' of https://github.com/Azaezel/Torque3D into alpha40_ReactiveRigidReorg
# Conflicts:
#	Engine/source/T3D/rigid.cpp
#	Engine/source/T3D/vehicles/vehicle.cpp
2020-01-22 05:33:47 -06:00
suncaller
31d0eb16f8 Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
Azaezel
f068664742 gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
Azaezel
77e9f3c6d4 CollisionState membervar clarification 2018-03-15 17:31:28 -05:00
Azaezel
e85af7b4d8 XXXVehicle::updateEmitter cleanups 2018-03-14 17:41:29 -05:00
Azaezel
1c62080f7f cleaned up member::radius 2018-03-13 15:31:00 -05:00
Azaezel
654fc29dc2 bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
Areloch
25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Francisco Montañés García
2707eaf322 Apply Camera FX on vehicle driver position. 2017-05-02 17:17:33 +02:00
Thomas "elfprince13" Dickerson
ad4a5e5a88 reindented 2017-01-11 17:11:37 -05:00
Areloch
6164f36c47 Merge pull request #1784 from yourarcade/guiSpeedometerHud
Gui speedometer hud
2017-01-09 23:51:04 -06:00
Azaezel
1ee127b753 more unused variable cleanups 2016-10-16 14:41:34 -05:00
yourarcade
8d610787a2 Fix push/pop mismatch bug;add code to properly rotate, translate and render needle. 2016-09-25 17:48:27 -07:00
yourarcade
213b7020a3 Allow the gui to render for both vehicles and vehicle-mounted players. 2016-09-25 16:53:00 -07:00
OTHGMars
937b8830e1 Vehicle Mounting 2016-06-17 10:36:37 -05:00
Areloch
37e030f8f4 Makes vehicles work with the physics plugins.
Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects.

Based on @rextimmy 's work.
2016-06-04 16:47:03 -05:00
Azaezel
6a930f3da1 rigid body on rigid body reactions 2016-01-21 19:05:48 -06:00
Azaezel
0678817217 redundancy kill-off 2016-01-21 18:31:47 -06:00
Azaezel
d6b6f36b0a rev 1 refactor for fitting rigidshape into the vehicle hierarchy.
cleaned a few, but by no means all redundancies.

DO NOTE THE FOLLOWING:

   ShapeBase::processTick(move);
    ShapeBase::interpolateTick(dt);

to avoid side effects for now. properly those would be retooled down the line to be more inheritance-friendly.
2016-01-21 18:14:15 -06:00
Azaezel
1ce643cbc8 fix for https://github.com/GarageGames/Torque3D/issues/1262 passes along mAppliedForce found 74a05854d5/Engine/source/T3D/shapeBase.cpp (L1600) like the rest of the classes. mGravityMod left as an exercise to someoone actually working on a vehicle game at present. 2015-03-24 22:59:56 -05:00
Daniel Buckmaster
84e8cbb4ee Revert recent style cleanup changes. 2015-03-04 11:58:36 +11:00
Daniel Buckmaster
33fcc59543 Merge remote-tracking branch 'origin/style-cleanup' into development
Conflicts:
	Engine/source/T3D/tsStatic.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/tsMesh.cpp
	Engine/source/ts/tsShape.cpp
2015-03-01 22:30:22 +11:00
LuisAntonRebollo
4e9034854d Linux implementation. Include changes for gcc x64. 2015-01-24 22:08:26 +01:00
Daniel Buckmaster
33ff180593 Merge branch 'development' into style-cleanup
Conflicts:
	Engine/source/console/astNodes.cpp
	Engine/source/console/codeBlock.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/collada/colladaAppMesh.cpp
	Engine/source/ts/tsShape.cpp
	Engine/source/ts/tsShapeConstruct.cpp
2014-12-15 12:15:55 +11:00
Daniel Buckmaster
feec36731e Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
LuisAntonRebollo
18ba0646c0 Increased stability Torqu3D: unit-tests running without a crash. See the console.log after ran unitTest_runTests( "", true ). @signmotion 2014-05-25 16:50:19 +02:00
Thomas Fischer
cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
bank
69dbaf5b85 Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape 2014-05-13 14:08:42 +04:00
bank
b2e6895554 Fix: preload() method on datablocks should always set errorStr when returning false.
Otherwise it will dump the previous error message (content of the errorStr).
2014-05-06 12:40:40 +04:00
cpusci
4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
thecelloman
b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
Daniel Buckmaster
b097c76eda Fixed stream read/write mismatch bug.
It was causing Vehicles to roll forwards with a constant velocity when
stationary, and ignore move->y.
2012-10-03 07:32:06 +10:00
Daniel Buckmaster
e3cb30bb1d Added steering return to Vehicle.
It happens in Vehicle::updateMove so it can apply to all vehicle
subclasses. It is applied to both x and y steering.
2012-10-03 07:23:47 +10:00