Daniel Buckmaster
ae284a89ec
Merge branch 'development' into defineconsolemethod
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Conflicts:
Engine/source/materials/materialDefinition.cpp
2014-12-26 13:22:16 +11:00
Daniel Buckmaster
3ab048c5b0
Fixes after feedback from Luis.
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* Made use of dStrIsEmpty in more locations (and fixed it :P)
* Removed commented-out code
* Corrected default params
* Fixed some console warning formats
* Removed tabs
* Corrected setExtent API
2014-12-23 18:48:02 +11:00
Azaezel
ee808bb848
Merge branch 'AFXFIX7_PlayerDivNULL' into Jeff_Faust_Fixes
2014-12-22 18:10:37 -06:00
Azaezel
5900fa0dde
Merge branch 'AFXFIX6_ParticleOrientation' into Jeff_Faust_Fixes
2014-12-22 18:10:21 -06:00
Azaezel
dbd8c6b37b
Player Networking DIVNULL error correction
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With Permission from Jeff Faust.
// AFX CODE BLOCK (bug-fix) <<
// avoids a divide-by-zero when maxEnergy is set to zero.
2014-12-22 18:08:05 -06:00
Azaezel
8c979a6d7b
Oriented Particles UV Correction
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With Permission from Jeff Faust.
// AFX CODE BLOCK (bug-fix) <<
// this fix re-orders the UV coords to produce a consistent orientation
// with oriented particles in TGE.
2014-12-22 18:05:43 -06:00
Azaezel
c76b44bb91
Ref Count Catch
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With Permission from Jeff Faust.
// AFX CODE BLOCK (bug-fix) <<
(no text, self evident)
2014-12-22 18:03:52 -06:00
Daniel Buckmaster
84430a46a8
Merge pull request #1046 from Areloch/Issue_945
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Fixes #945
2014-12-22 14:53:27 +11:00
Azaezel
c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
2014-12-21 14:07:42 -06:00
Daniel Buckmaster
9396ae7176
Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod
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Conflicts:
Engine/source/T3D/missionMarker.cpp
2014-12-21 21:23:55 +11:00
Daniel Buckmaster
8a104a5222
Merge pull request #1018 from eightyeight/ghost-scoping
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Add the option to limit ghost scoping range
2014-12-21 19:03:02 +11:00
LuisAntonRebollo
e5cd80ac87
Merge pull request #1024 from eightyeight/scattersky-flare-fix
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Fix ScatterSky flare occlusion
2014-12-19 13:35:48 +01:00
Azaezel
98048fd974
Merge branch 'GlowingParticles' of https://github.com/lukaspj/Torque3D into glowParticles
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Conflicts:
Engine/source/renderInstance/renderParticleMgr.cpp
2014-12-16 18:48:28 -06:00
Daniel Buckmaster
33ff180593
Merge branch 'development' into style-cleanup
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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
Areloch
fd186204a2
Fizes #945
2014-12-13 03:11:11 -06:00
LuisAntonRebollo
fe9c30b5bb
Lowercase TSStatic fied names.
2014-12-12 22:41:08 +01:00
LuisAntonRebollo
8f4c0ed95d
Fix spaces in TSStatic fied names.
2014-12-12 22:36:08 +01:00
Daniel Buckmaster
9fca02b2f8
Merge pull request #1017 from eightyeight/aiplayer-triggers-fix
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AIPlayer trigger fix
2014-12-12 21:45:57 +11:00
Ben Payne
c50c88d071
Fix use-after-delete errors
2014-12-11 19:09:01 -05:00
Ben Payne
d97d44f66f
Fix more misc uninitialized vars
2014-12-11 18:25:29 -05:00
Daniel Buckmaster
93fdcdecbe
Compare to cosine of angle, not angle.
2014-12-11 12:30:48 +11:00
Daniel Buckmaster
27252b0864
Merge pull request #1019 from eightyeight/image-recoil-fix
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Fix weapon image camera shake
2014-12-10 22:52:26 +11:00
LuisAntonRebollo
190f68b998
Fix SkatterSky flare occlusion.
2014-12-09 23:34:21 +11:00
Daniel Buckmaster
9622f93d05
Fix weapon image camera shake.
2014-12-07 20:59:17 +11:00
Daniel Buckmaster
a928d142f7
Made some tweaks so I'm happy with it.
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* Removed #defines
* Fall back to using visible distance if ghost distance is not used
* Removed ghost distance from level files as it will default
* Renamed mConnectionVisibleDistance for consistency
2014-12-07 19:14:06 +11:00
Daniel Buckmaster
e0436efc21
Merge pull request #910 from Winterleaf/StaticShapeAlphaLod
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Added distance fading to TSStatic objects.
2014-12-07 18:15:13 +11:00
Daniel Buckmaster
04df62ebe5
AIPlayer trigger fix as in #1007 .
2014-12-07 17:14:37 +11:00
Azaezel
8ac10e42b0
checkInFoV correction
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requested:
https://github.com/GarageGames/Torque3D/issues/1009
crosscheck vs 69838bdc8c/Engine/source/T3D/fps/guiShapeNameHud.cpp (L177-L240) upon which that was based.
2014-12-05 05:00:09 -06:00
GuyAllard
bc230be8a2
Added scriptable move triggers for AIPlayers. Fixes an issue where AIPlayers were setting move trigger states from invalid memory. Enables the use of player poses and actions.
2014-12-04 16:21:57 +01:00
Anis
830ab77628
Fixed a crash and memory leak on the ribbon code
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OpenGL needs to unlock buffers on inverse order to work.
2014-12-02 13:39:57 +01:00
rextimmy
880642060e
Fixed issue where physx3 cpu dispatcher was created multiple times
2014-12-01 12:39:46 +10:00
LuisAntonRebollo
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
Azaezel
9e935c417b
rotAroundNormal mangling outcome -reverted
2014-11-29 15:48:49 -06:00
Daniel Buckmaster
a0e1fca057
Merge pull request #685 from rextimmy/physx3_basic
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Physx3 Physics Plugin
2014-11-29 20:05:08 +11:00
Daniel Buckmaster
e47b95ee5d
Merge pull request #971 from Azaezel/revert-794-euler_to_quat_revert
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turret tracking correction, again
2014-11-29 14:00:04 +11:00
Daniel Buckmaster
d315b1fa5a
Improved style of AIPlayer modifications.
2014-11-29 12:31:05 +11:00
LukasPJ
30a8401d14
Add support for rendering particles to the glow buffer
2014-11-28 23:34:26 +01:00
Daniel Buckmaster
f42e12940c
Navmesh load/save now uses builtin file abstraction.
2014-11-28 20:24:11 +11:00
Daniel Buckmaster
f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
2014-11-28 19:42:10 +11:00
Daniel Buckmaster
0213fc4a34
Fix #258
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No harm in it, and we can close the issue now.
2014-11-26 14:48:29 +11:00
Daniel Buckmaster
11c70262c4
Fix #741
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Local variable was used incorrectly. Did not result in any bugs, just a small amount of unnecessary network traffic.
2014-11-26 14:20:11 +11:00
Vincent Gee
c5f81a85f5
Renamed LOD to Fade.
2014-11-20 08:00:26 -05:00
Areloch
b5ce3fa8ad
Merge pull request #903 from Winterleaf/MissionMarker
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Looks good, don't see any problems. Merged.
2014-11-13 21:48:58 -06:00
Azaezel
034de4f84b
turret tracking correction
2014-11-08 00:08:09 -06:00
rextimmy
664595ef9e
- Fixed memory leak when creating terrain with physx 3
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- Fixed terrain tessellation with physx 3
2014-11-08 14:08:59 +10:00
Vincent Gee
7b05314901
fixed tabs
2014-11-06 10:44:55 -05:00
Vincent Gee
c4e3a68f7c
Added Alpha LOD to tsStatic objects.
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This allows designers to set the start and end distance for Alpha LOD on objects.
2014-11-06 08:54:49 -05:00
Vincent Gee
578c4e8f4f
Removed Tabs, added check on connection
2014-11-06 08:38:05 -05:00
Vincent Gee
2f48f31a6f
Fixed String comparisons.
2014-11-05 23:29:08 -05:00
Vincent Gee
55bdfe5dc3
This adds limiting the ghost data to a specific area around the client.
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By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding
visibleGhostDistance = "1000";
Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION
The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance
The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
2014-11-05 23:14:39 -05:00