Commit graph

1488 commits

Author SHA1 Message Date
Daniel Buckmaster
4d3851c3cb Reinstate entire-control fill and frame.
The settings for fill and frame around names are now called labelFill and labelFrame.
2013-10-14 12:59:48 +11:00
SilentMike
d6146e968a Merge pull request #470 from TarasPodoroga/development
RenderMeshExample won't render transparent materials properly
2013-10-09 13:22:30 -07:00
SilentMike
2ac675000f Merge pull request #449 from Phantom139/uuidreplacement
UUID Replacement
2013-10-09 12:31:47 -07:00
DavidWyand-GG
d095576a25 Change default damage and white flash
Change both the damage flash and white out values to return 0 by
default.  This prevents a damage flash or white out from displaying for
GameBase derived classes that don't override these methods.  From
https://github.com/GarageGames/Torque3D/issues/395
2013-10-08 18:21:05 -04:00
DavidWyand-GG
edaecf0a5b Mounted image weapon light fix
Fix for mounted image lights beyond the first weapon light.  Before this
fix all mounted images that have lights would not function if mounted to
a slot after a mounted image that uses a weapon light.
2013-10-05 02:23:58 -04:00
Azaezel
fed7966dda fix for issue #393 2013-10-03 14:33:45 -05:00
Azaezel
6879f1b328 re-enables boyancy as per: http://www.garagegames.com/community/blogs/view/22403#comments 2013-10-03 04:35:42 -05:00
Daniel Buckmaster
d80679fbf8 GuiShapeNameHud frame and fill rendering is now useful. 2013-09-05 19:02:42 +10:00
thecelloman
278b4c9977 Fixes a mismatched variable name introduced in pr#460 2013-09-04 14:28:55 -04:00
Taras Podoroga
b0974e6647 RenderMeshExample won't render transparent materials properly, this commit will fix it. 2013-08-21 23:57:55 +03:00
SilentMike
f6efe41728 Merge pull request #460 from Azaezel/Particles
Particles
2013-08-19 08:22:04 -07:00
SilentMike
77bd934167 Merge pull request #424 from tdev/lock-checking
Added checks for valid pointers after locking
2013-08-11 22:14:16 -07:00
SilentMike
cec14272b6 Merge pull request #420 from tdev/camera-datablock-fixes
fixed camera code not checking for invalid/missing datablock
2013-08-11 22:10:53 -07:00
Brian Roberts
0c88a12b83 adds an ejectionOffsetVariance entry to particle emitters, which adds a buffer zone to ejectionOffsets (IE: let's us make rings, and the like.) 2013-08-06 13:36:17 -05:00
SilentMike
3e3006024c Merge pull request #452 from eightyeight/expose-blowup
Expose ShapeBase blowUp method
2013-08-04 21:50:40 -07:00
SilentMike
40b29c994d Merge pull request #387 from lukaspj/Projectile-Explosion-Change
Let projectiles collide with objects without being armed.
2013-08-04 21:44:42 -07:00
cpusci
7a8f46b19f Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx 2013-08-04 16:58:59 -05:00
cpusci
4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
Daniel Buckmaster
ce73a6b11a Exposed blowUp method to console. 2013-08-02 19:00:28 +10:00
Robert Fritzen
171a24459f Remove namespace from header
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00
SilentMike
e507086961 Merge pull request #432 from eightyeight/recast-pull-plc_navigation
Recast part 2: PLC_Navigation
2013-07-22 11:33:22 -07:00
SilentMike
67a003bcad Merge pull request #429 from eightyeight/air-control-limit
Air control speed limit
2013-07-16 09:44:22 -07:00
Daniel Buckmaster
d9c731b73f Added PLC_Navigation hint for gathering navmesh polygon data. 2013-07-04 17:23:23 +10:00
Daniel Buckmaster
284d96e510 Fixed air acceleration going wild. 2013-07-03 19:07:35 +10:00
Daniel Buckmaster
1bce176705 Removed Ranges and cleaned up updateLookAnimation function. 2013-07-03 17:50:25 +10:00
Thomas Fischer
53abbe066d added checks for valid pointers after locking 2013-06-30 17:51:38 +02:00
Thomas Fischer
c6462a25b4 fixed camera code not checking for invalid/missing datablock: crashed before 2013-06-30 17:25:09 +02:00
Daniel Buckmaster
8bc72ad9f9 Fixed GroundCover placement on rotated TerrainBlocks. 2013-06-13 10:15:48 +10:00
Brian Roberts
2c6a98cb89 Resolution for ap-hang with high-frequency weaponstate changes (IE: AI non-tick descision forks). see also: http://www.garagegames.com/community/forums/viewthread/134036 2013-06-09 20:27:57 -05:00
Lorne McIntosh
f535147038 Clean up SFXSources in Player class
mMoveBubbleSound and mWaterBreathSound were not being deleted properly
2013-05-26 22:53:48 -06:00
Lukas Joergensen
eacbb47681 Removed indentation fixes. 2013-05-15 21:24:57 +02:00
Lukas Joergensen
9bdeabf22c Now projectiles wont explode before they have been armed. Results in projectiles being able to collide with several objects before exploding. 2013-05-15 21:13:52 +02:00
Daniel Buckmaster
36da869187 No longer require ClientMissionCleanup to be present to add particle emitters. 2013-05-14 21:01:52 +10:00
David Wyand
2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike
134042e268 Merge pull request #334 from kyrahabattoir/guiViewObject
GuiObjectView TorqueScript setRotation method
2013-04-17 19:53:36 -07:00
SilentMike
57d92d522e Merge pull request #332 from tdev/beamng
some small patches
2013-04-17 16:48:10 -07:00
SilentMike
6300fa611f Merge pull request #144 from eightyeight/ground-cover-lod
GroundCover fading when zoomed in
2013-04-17 15:03:49 -07:00
Kyrah Abattoir
7f717e08ce guiObjectView.setCameraRotation()
Exposed setCameraRotation to TorqueScript.
2013-04-15 20:43:05 +03:00
Kyrah Abattoir
9205561c96 guiObjectView.setCameraRotation()
Added a new method to set the guiObjectView camera on it's orbit in relation to the object.
2013-04-15 20:39:30 +03:00
Thomas Fischer
aece85f02a added missing initialization and set pointer to NULL after deletion 2013-04-15 18:54:34 +02:00
DavidWyand-GG
660250cccf Game cam and eye banking, control schemes
- ShapeBaseData has two new properties.  cameraCanBank indicates that
the game object may bank its eye/camera, if supported by the object.
mountedImagesBank indicates that mounted images should bank with the
eye/camera in first person view.  Both default to false.
- Player supports 1st person eye and 3rd person camera banking when
making use of the new ExtendedMove class.
- Camera class supports banking when making use of the new ExtendedMove
class.
- GameConnection now has an idea of a control scheme.  This determines
how game objects should respond to input events.  A control scheme may
be set by either the server or client.  Current control schemes are:
-- Absolute rotation (likely though the ExtendedMove class)
-- Add relative yaw (from mouse or gamepad) to absolute rotation.
-- Add relative pitch (from mouse or gamepad) to absolute rotation.
- Player class supports the new control schemes when using the
ExtendedMove class.
- Camera class supports the new control scheme when using the
ExtendedMove class.
2013-04-09 16:14:19 -04:00
DavidWyand-GG
b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG
f1099cba68 ExtendedMove changes
- Support for three positions and rotations.
- Increased the number of bits used to network rotations.
- New Euler based rotation support, in addition to the existing
quaternion support.
2013-04-09 13:30:25 -04:00
thecelloman
b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
thecelloman
7e5ddf4ca2 Resolve issue #163
Fixed and assert on changing material, and we now map the material to the MATMGR by name instead of type.
2013-03-27 21:36:17 -04:00
DavidWyand-GG
47787900a4 Change ShapeBase to only test if available meshes
The ShapeBase class tests if all of its meshes are hidden and if so,
then it doesn't render during that frame.  However, if there are no
meshes in the ShapeBase and only nodes then rendering is also skipped.
Unfortunately, this also skips the rendering of any mounted images.
This change allows for a mesh-less skeleton to render any mounted
images.
2013-02-22 15:24:29 -05:00
David Wyand
965336d54d Merge pull request #211 from just-bank/particledata-bitstream-fixes
Fix for issue #210 and #154 for ParticleData sends out-of-range data via BitStream
2013-02-05 11:06:48 -08:00
bank
82de08b57a Fix memory leak (ParticleData and ParticleEmitterData) on using TypeValidator class.
This fixes issue #154
2013-02-01 21:22:03 +04:00
Dmitry
a31e6a755c Fixed crash in Con::warnf function. Issue #82 2013-01-30 15:21:22 -05:00
DavidWyand-GG
35374f939e ExtendedMove class and support
The ExtendedMove class can optionally replace the standard Move class to
allow the passing of absolute position and rotation information from the
client's input device to the server.  It is enabled by changing
$TORQUE_EXTENDED_MOVE to true in buildFiles/config/project.conf and
re-running the project generator.
2013-01-23 01:52:46 -05:00