Commit graph

1488 commits

Author SHA1 Message Date
Azaezel
4e203f21b3 debris collision mask expanded so that it also hits buildings and the like. 2014-05-13 17:40:25 -05:00
Azaezel
a73a4a84f1 followup to https://github.com/GarageGames/Torque3D/issues/393 2014-05-13 17:24:28 -05:00
bank
75755e42c0 Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSStaticPolysoupConvex 2014-05-13 16:15:36 +04:00
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
Azaezel
a33e500b8d alters projectile decal application so that it picks a random rotAroundNormal when adding it to a scene. (keeps em from always pointing north or up) 2014-05-12 16:37:25 -05:00
Daniel Buckmaster
47dbce1499 Merge pull request #632 from eightyeight/better-explosion-example
Added a better example of using Explosion in a client/server fashion
2014-05-11 13:22:28 +10:00
Daniel Buckmaster
1702573b78 Merge pull request #612 from GarageGames/platform-type-consistency
Platform type consistency
2014-05-10 11:40:40 +10:00
Andrew Mac
704dc47bdb Merge pull request #602 from Azaezel/Simpler_ShapeBase1
removes non-functional shield and invincibility functionality.
2014-05-08 23:39:33 -03:00
bank
a7756b5591 Renamed local variable so it doesn't interfere with the provided argument.
String errorStr should be filled in only when ::preload returns false.
2014-05-06 15:35:52 +04:00
bank
e7fb6a54de Fix: Added missing virtual destructors for classes with virtual functions. 2014-05-06 12:40:46 +04:00
bank
68b12981ae Fix: dSprintf should receive size of the buffer, not the size of the pointer.
It was safe, as we are using static console return buffer,
which is large enough to hold enough data (default is 2048).
2014-05-06 12:40:45 +04:00
bank
9f2d44966e Fix: Some compilers do not auto-cast String and Path classes to (char *). 2014-05-06 12:40:43 +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
Daniel Buckmaster
46c9122432 Added a better example of using Explosion in a client/server fashion. 2014-04-25 13:04:12 +10:00
Daniel Buckmaster
43895090fa Merge branch 'RenderMeshExampleMatFix' into development for PR #631 2014-04-25 12:57:00 +10:00
Kyrah Abattoir
d56952eaea FIX RenderMeshExample not having a material on mission start even if one was assigned to it in the mission file. 2014-04-25 00:39:20 +02:00
LuisAntonRebollo
33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.

GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.

GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
Azaezel
8d90558279 removes non-functional shield and invincibility functionality. 2014-04-07 16:11:32 -05:00
Daniel Buckmaster
87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts:
	Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
Thomas Fischer
29d7fe310d Merge pull request #583 from tdev/x64_basics
windows 64 bit basics
2014-03-18 00:51:58 +01:00
Thomas Fischer
7239c791f2 Merge pull request #581 from tdev/vs2012_fixes
Visual Studio 2012 32Bit Level 4 Warning fixes
2014-03-17 10:02:19 +01:00
Thomas Fischer
8529d4450b Merge pull request #546 from asmaloney/minor_cleanup
Minor cleanups
2014-03-15 15:20:23 +01:00
Thomas Fischer
022b15720b Merge pull request #548 from asmaloney/more_fixes
More fixes
2014-03-15 15:14:11 +01:00
Thomas Fischer
6d8e0d7e25 refactored platform precompiler variable: TORQUE_OS_WIN{32,64,} 2014-03-15 15:10:14 +01:00
Thomas Fischer
502e346eb6 visual studio 2012 Level 4 warning fixes 2014-03-15 11:38:53 +01:00
Thomas Fischer
835649aa2f Merge pull request #547 from asmaloney/fix_potential_crashes
Fix potential crashes
2014-03-15 10:57:21 +01:00
rextimmy
d4b189e175 PhysX3 basic plugin. 2014-02-28 12:11:26 +10:00
David Wyand
d218b007a3 Merge pull request #573 from DavidWyand-GG/TriggerFix
Revert trigger polyhedron change
2014-02-14 00:31:26 -05:00
DavidWyand-GG
5f6d189d4e Revert trigger polyhedron change
Reverts the change made in
https://github.com/GarageGames/Torque3D/pull/511.  See
http://www.garagegames.com/community/forums/viewthread/136033 for the
discussion.
2014-02-14 00:27:29 -05:00
DavidWyand-GG
cff2ab046a Bullet physics applyImpulse() fix
Bullet physics requires a local origin be passed into it's
applyImpulse() rather than a world origin.
2014-02-09 18:10:53 -05:00
Andrey Syrokomsky
e47402246d Fixed a chaotic crash when indices or vertices of decals exceeds the fixed limits. Have an attempt work with the many (kilo)meters of decals. 2014-01-23 12:59:47 +02:00
Andy Maloney
d63b820e35 More fixes
- check for an empty shapName, not just a NULL one twice
 - fix "&s" in printf
 - fix potential memory leak
 - GFXCopyPixels wasn't checking the height properly which could result in some meory corruption unpleasantness
2013-12-04 16:56:26 -05:00
Andy Maloney
0db6e1bc57 Fix potential crashes
- some compilers have problems with using locally redeclared loop vars after an internal loop
 - fix ordering of conditional checks
2013-12-04 16:50:23 -05:00
Andy Maloney
396a7064dc Minor cleanups
- remove redundant conditional
 - remove unused vars
 - remove extra ags to printf
 - reduce scope of decl
2013-12-04 16:45:09 -05:00
DavidWyand-GG
ba81917392 Fix for ballistic projectiles not bouncing
Ballistic projectiles are no longer bouncing when they collide, assuming
they have the correct properties set.  These changes move the point that
a projectile's velocity is zeroed during a collision to fix this.
2013-11-15 18:35:39 -05:00
DavidWyand-GG
ca57db1e23 Fix for Bullet frustum reference
Update to Bullet physics to account for latest SceneRenderState frustum
changes.
2013-11-13 11:41:22 -05:00
DavidWyand-GG
3be3cc6589 Fix GroundCover banking with camera
Fix for issue https://github.com/GarageGames/Torque3D/issues/527
2013-11-11 15:03:45 -05:00
DavidWyand-GG
91e542b8ec SceneCullingState with culling and camera frustum
- Fix for issue https://github.com/GarageGames/Torque3D/issues/525  This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render.  It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same.  This usually means any time when not using the
Oculus Rift.
2013-11-07 15:07:16 -05:00
DavidWyand-GG
710d616d0f Revert Player Buoyancy Change
This reverts the change made by
https://github.com/GarageGames/Torque3D/pull/490  It actually goes
further and comments out the Player's buoyancy calculation rather than
just the change in velocity.
2013-11-05 14:49:47 -05:00
Robert Pierce
44b5b85b2c Update pxMultiActor.cpp
Fixed PhysX compile issue on VS2010 ("'FS' : is not a class or namespace name")

In reference to http://www.garagegames.com/community/forums/viewthread/135499
2013-11-01 11:36:26 -04:00
SilentMike
fd0f4634fe Merge pull request #511 from thecelloman/triggerfix-issue#510
Making vector order consistent.
2013-10-27 21:16:22 -07:00
thecelloman
3d153e5fdc Making vector order consistent. 2013-10-28 00:13:14 -04:00
thecelloman
24f951ed34 Removing a duplicate CorrectMuzzleVector initPersistFields() entry. 2013-10-28 00:00:46 -04:00
thecelloman
4e65e1014b Initialize mCameraRotation to (0, 0, 0). 2013-10-27 23:46:06 -04:00
SilentMike
0e1ed4683b Merge pull request #490 from Azaezel/buoyancy
Buoyancy
2013-10-27 13:48:09 -07:00
SilentMike
5ca66697b1 Merge pull request #427 from eightyeight/arm-range-fix
Arm range fix
2013-10-21 10:19:51 -07:00
SilentMike
e97aaec302 Merge pull request #492 from Azaezel/393B
Fix for issue #393
2013-10-21 10:04:59 -07:00
SilentMike
8d2fcf2456 Merge pull request #384 from eightyeight/dont-stress-clientmissioncleanup
Don't require ClientMissionCleanup to exist
2013-10-15 11:32:12 -07:00
SilentMike
b1f4c4a24d Merge pull request #478 from eightyeight/guishapenamehud-fill
Make GuiShapeNameHud frame and fill rendering useful
2013-10-15 10:39:04 -07:00
Daniel Buckmaster
c1d79f1488 Added padding to GuiShapeNameHud labels. 2013-10-14 23:06:14 +11:00