Areloch
099a91553a
Merge pull request #723 from Azaezel/lightRay_Cleanup
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Light ray cleanup
2014-10-01 22:34:23 -05:00
Daniel Buckmaster
599ad823b0
Added Outpost testing level by Azaezel.
2014-10-02 10:51:39 +10:00
Daniel Buckmaster
0a9b393e23
Merge pull request #775 from Azaezel/soldier_triggers
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player triggers.
2014-10-02 10:22:34 +10:00
LuisAntonRebollo
535f56af6e
Merge pull request #801 from eightyeight/gtest-tests
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Googletest tests
2014-10-02 01:31:13 +02:00
Daniel Buckmaster
2a9e6ef5e6
Renamed default ribbon datablocks.
2014-09-24 08:27:03 +10:00
LukasPJ
35f88a77b1
Script integration for Ribbons
2014-09-23 15:44:55 +02:00
Azaezel
9318f8faf3
player triggers. these are what determine the timing ffor when footprint decals and a sound are played based on material configurations during a given animation.
2014-09-05 23:10:08 -05:00
Azaezel
ae55b5f552
Adds material definitions for groundcover referencing.
2014-09-01 19:39:29 -05:00
Daniel Buckmaster
5a430af051
Merge remote-tracking branch 'gg/development' into gtest-tests
2014-08-30 17:51:41 +10:00
Lukas Joergensen
53f241974b
Doing a hard compare instead of using step for blending factors
2014-08-25 21:08:39 +02:00
J0linar
83c8274952
-added Vignette PostFx
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-added vignette to the Full and Empty Template
-added vignette to the PostEffect Manager
-added vignette Shader and .cs File
2014-08-20 06:22:10 +02:00
Daniel Buckmaster
76b2e4e975
Fixed template scripts.
2014-08-16 11:52:50 +10:00
Daniel Buckmaster
346ad5bdaa
Finished up splash screen implementation.
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* Added stub methods for non-Windows platforms
* Move canvas show to after tools have loaded
* Fix a tab
2014-08-16 11:28:53 +10:00
Lukas Joergensen
981b37e548
Re-enable MixedParticleRendering
2014-08-08 00:34:32 +02:00
Areloch
0878f005c0
Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
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Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.
This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Daniel Buckmaster
85a0c1c59f
Allow test flags to be specified, so we don't need TEST_STRESS.
2014-08-02 10:21:28 +10:00
Daniel Buckmaster
e5bb218377
Turns out we don't actually need a Canvas! Cool.
2014-07-17 13:24:04 +02:00
Areloch
c2da67d473
Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads.
2014-07-15 17:44:19 -05:00
Daniel Buckmaster
b7c720d01d
Reverted #540
2014-07-14 15:13:30 +02:00
LuisAntonRebollo
e09a09005d
Merge pull request #706 from eightyeight/add-gtest
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Add Google test library
2014-07-12 12:53:57 +02:00
Azaezel
4b3ede6674
explicit downcasting for some halfs
2014-07-09 18:07:23 -05:00
Azaezel
d6cc399813
col is a float4, LUMINANCE_VECTOR a float3. results seemed cleaner this end doing a dot of the rgb than padding the lum
2014-07-09 18:06:31 -05:00
Daniel Buckmaster
2248c90d52
Default mainfiles to run unit tests.
2014-07-08 18:55:37 +02:00
Daniel Buckmaster
195e05dcfb
Merge pull request #650 from Azaezel/ejectionOffsetVariance_defaults
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Ejection offset variance defaults
2014-07-08 14:16:05 +02:00
Daniel Buckmaster
cf5d48e6ef
Merge pull request #665 from andr3wmac/multiformat
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Support for large lists of shape formats.
2014-07-08 14:14:54 +02:00
rextimmy
3c56bf3a56
Fix to allow parallax mapping with dxtnm textures via the red channel.
2014-07-03 17:56:47 +10:00
LuisAntonRebollo
a90be04041
Merge pull request #687 from eightyeight/procedural-terrain-coverage
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Add coverage option to procedural terrain generator
2014-06-15 11:31:40 +02:00
Azaezel
c514841ebb
Binds the full metrics display to CTRL+F2 while in-game. Escape Closes.
2014-06-11 03:09:41 -05:00
rextimmy
709bd99ed4
Vehicle gamepad fix for full template.
2014-06-10 09:06:21 +10:00
Daniel Buckmaster
05e6fbf3d6
Merge remote-tracking branch 'JackDavidson/master' into procedural-terrain-coverage
2014-06-09 21:43:57 +10:00
Daniel Buckmaster
849e8efeae
Merge pull request #661 from Azaezel/grenade_decal
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Grenade decal
2014-05-26 11:57:18 +10:00
Thomas Fischer
2434a82b67
Merge pull request #609 from BeamNG/templates_case_sensitive
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Case-sensitive fixes on template script files for Linux.
2014-05-23 08:05:14 +02:00
Thomas Fischer
a665ac5d2b
Merge pull request #610 from BeamNG/templates_glsl_files
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Changes to Templates GLSL files for OpenGL
2014-05-23 07:56:55 +02:00
Andrew Mac
eb74525a38
Added support for large lists of shape formats. Needed for assimp.
2014-05-21 14:50:44 -03:00
Azaezel
10abee5e67
Fix for issue #660 with stated preferred decal. (The more complex example of the two possible.)
2014-05-19 10:18:46 -05:00
Azaezel
894d4f6d36
editor default and retrieval values for particle emitter ejectionOffsetVariance (sets the sliderbars and text from memory when reloading an emitter DB)
2014-05-13 21:38:49 -05:00
JackDavidson
060b2a4e29
Commit to add "Coverage" option to procedural terrain generator
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This commit adds a "Coverage" option to the procedural terrain
generator. Allows mixing of textures. See
http://www.garagegames.com/community/blogs/view/22371 for more info.
This version has many improvements - coverage is now entered as a
percentage, accepts decimals, and doesn't have any bugs as far as I
know.
2014-05-04 22:17:24 -07:00
LuisAntonRebollo
f12d8807a8
Add sampler names to ShaderData declarations necesary for OpenGL.
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ShaderData changes:
* OGLVertexShaderFile/OGLPixelShaderFile not used in DX9.
* samplerNames[?] not used in DX9.
2014-04-17 11:30:54 +02:00
LuisAntonRebollo
6aea37b407
Changes to GLSL files for OpenGL
2014-04-13 19:55:45 +02:00
LuisAntonRebollo
a8462b7fc3
Case-sensitive fixes on template script files for Linux.
2014-04-13 19:50:22 +02:00
LuisAntonRebollo
54fa2bcdab
Merge pull request #540 from signmotion/default-keyboard-layout
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Added a default keyboard layout for launching the game.
2014-03-29 14:20:30 +01:00
Thomas Fischer
f3dbe07b9a
main.cs configuring now (optional), fixed installation up, fixed application name up, fixed executable name, added configured torsion template
2014-03-19 18:17:35 +01:00
Thomas Fischer
9b49f56bd6
changed Generator to T3D_Generator to prevent problems with newer php versions
2014-03-14 19:58:23 +01:00
Andrey Syrokomsky
e18fbcfb89
- Added a default keyboard layout for launching the game. It's fixed crash when a game running with the extend unicode keyboard (cyrillic, for example).
2013-12-03 15:19:38 +02:00
DavidWyand-GG
3baf6d83c4
Underwater Fixes
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- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane. This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence. Moved this code to fog.cs to be
with the underwater postFX.
2013-11-04 18:41:31 -05:00
DavidWyand-GG
2077632a92
Turbulence respects side-by-side rendering
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- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders. This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
DavidWyand-GG
17113d3ba5
Blinn-Phong Specular Changes
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Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
thecelloman
7b77b4a377
Fixes the filepath for the managed ParticleFX data that onServerCreated() looks for.
2013-10-28 14:23:05 -04:00
DavidWyand-GG
15673810c6
Expand PostFX Viewport Options
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- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one. This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target. This defaults to true to maintain its previous
behaviour. The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -04:00
DavidWyand-GG
88f2a4d903
Viewport fix for PostFX and SSAO
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- General fix for PostFX render targets to properly support the GFX
viewport setting. This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property. This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
2013-10-24 00:28:13 -04:00
DavidWyand-GG
85730dfb59
Oculus Rift Improvements
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- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader. Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script. Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods. The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
SilentMike
7a3378e71a
Merge pull request #491 from Azaezel/playerDustSupport
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Player dust support
2013-10-11 11:07:44 -07:00
SilentMike
3b6854371b
Merge pull request #489 from Azaezel/365
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fix for issue #365
2013-10-11 10:59:48 -07:00
Azaezel
3fe7e55c38
assigns a texture to the player's LightPuff particle. assigns colorization and sound to stock terrain materials. for full reproduction verification, you'll find some soldier_riged.cs addTrigger entries at: http://www.garagegames.com/community/forums/viewthread/134669 (still haven't had time to revisit that and snag good looking times, but this'll leave just that for someone to knock out.)
2013-10-03 05:03:21 -05:00
Azaezel
7a6c0d524f
fix for issue #365
2013-10-03 03:49:44 -05:00
Azaezel
c4e9e5db99
fix for issue 484
2013-10-03 03:24:49 -05:00
DavidWyand-GG
e917f1ea14
Allow audioData.cs.dso to execute
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When using only compiled scripts, the isFile( "./audioData.cs" ) would
fail for audioData.cs.dso causing none of the audio data to load. The
correct method is to use isScriptFile(), along with a fully qualified
file path, to check for either the .dso or .cs files.
2013-09-04 19:02:46 -04:00
SilentMike
884863a478
Merge pull request #457 from smally/ai_player_slowdown
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AIPlayer path node slowdown
2013-08-19 08:24:27 -07:00
SilentMike
f6efe41728
Merge pull request #460 from Azaezel/Particles
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Particles
2013-08-19 08:22:04 -07:00
SilentMike
51204ee826
Merge pull request #447 from Bloodknight/BKS_BigBrush
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Increase terrain editing and painting brush max sizes
2013-08-07 12:03:27 -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
cpusci
140892e032
Updates AIPlayer script class to account for looping paths and slows the aiplayer down on the lastnode if it's not a looping path.
2013-08-05 09:28:58 -05:00
cpusci
8476242bdf
Update to turbulence PostFX to improve the visual effect of being underwater.
2013-07-30 07:17:53 -05:00
Bloodknight
3d38dc60eb
Increase terrain editor and painter max brush size to 256 x 256
2013-07-28 02:26:29 +01:00
SilentMike
afc40ae714
Merge pull request #433 from eightyeight/recast-pull-navigation
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Recast part 3: wrapper classes
2013-07-22 11:33:47 -07:00
Daniel Buckmaster
df2abed2c4
Added navmesh wrapper code and module.
2013-07-04 17:27:48 +10:00
Taras Podoroga
0b6b7f73c5
There is no /shape/ subdirectory in art/particles any more.
2013-06-24 14:08:40 +03:00
DavidWyand-GG
bbd4a622ea
Underwater caustics default to off
2013-05-08 18:59:15 -04:00
Ron Kapaun
f01afa7e9a
New PostFx (Underwater, Turbulence, and Camera Based Motion Blur)
2013-05-07 18:08:53 -04:00
thecelloman
a46c55d853
Add a default RadioControl Profile and image asset back to the Templates.
2013-05-07 14:02:43 -04:00
DavidWyand-GG
f5ecca919f
Removed both PhysX templates
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Starting with Project Manager 2.0 it is easy to add the PhysX physics
library (and Bullet physics library) to any project. The two PhysX
templates are no longer required.
2013-05-07 12:02:45 -04:00
Ron Kapaun
b63036e919
Community Resource (scattersky fog fix)
2013-04-29 19:34:22 -05:00
thecelloman
f9d52147ac
Version number change.
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Also adds console functions to get the user's application version.
2013-04-23 23:09:21 -04:00
Ron Kapaun
808f1a5beb
Scatter Sky Community Fixes
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Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
David Wyand
2dcc7f0247
Merge pull request #310 from thecelloman/goodbyeDIF
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Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike
20b8294282
Merge pull request #287 from xoltan/terrainmacro
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Terrain Macro Texture
2013-04-18 08:50:06 -07:00
thecelloman
3934c3bbbe
Default to an empty field for cubemap in the river and other water object builder script.
2013-04-17 23:13:26 -04:00
thecelloman
d3d11e0a6c
Remove unused and duplicate sounds.
2013-04-11 15:37:40 -04:00
thecelloman
48942d8dd0
Remove unused weapon scripts in Full Template
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soldiergun.cs
grenadeLauncher.cs
rocketLauncher.cs
These scripts defined functionality that is not implemented for any of the current weapons.
2013-04-11 11:53:18 -04:00
SilentMike
a9643a448d
Merge pull request #327 from thecelloman/smoothslope
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Add a new Terrain brush action: Smooth Slope.
2013-04-10 14:47:09 -07:00
thecelloman
8eb0e98f86
Add a new Terrain brush action: Smooth Slope.
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This smoothes the terrain using a linear regression algorithm. Exists alongside the oldstyle height averaging action -- options are good!
2013-04-10 08:44:22 -04:00
DavidWyand-GG
de7a72d82a
Oculus VR (Rift) support
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Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
David Wyand
2805ec81c8
Merge pull request #324 from DavidWyand-GG/SideBySideRendering
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Side by side rendering
2013-04-09 12:43:58 -07:00
DavidWyand-GG
b32e7688c2
Side by side rendering
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- 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
SilentMike
b1a2140e61
Merge pull request #323 from thecelloman/fixteleportflash
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Use correct dragCoefficient value in TeleportFlash
2013-04-09 11:00:14 -07:00
SilentMike
5fc1316869
Merge pull request #322 from thecelloman/fixcustomprofiles
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Correct customProfiles.cs execution.
2013-04-09 10:40:33 -07:00
thecelloman
bc9ec2fad3
Use correct dragCoefficient value in TeleportFlash
2013-04-09 06:24:19 -04:00
thecelloman
67de30b0e1
Correct customProfiles.cs execution.
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This removes a duplicate and erroneous attempt to load the customProfiles.cs script. Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs
2013-04-09 06:01:53 -04:00
thecelloman
1a87d56116
Clean up the cheetah's onLoad() TSShapeConstructor script
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This prevents some console spam due to erroneous node removal requests.
2013-04-09 05:32:05 -04:00
SilentMike
028142428e
Merge pull request #315 from thecelloman/edbuttons
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Add buttons to the MainMenu to access the Editors.
2013-04-08 13:52:26 -07:00
thecelloman
73a55c53a4
Add buttons to the MainMenu to access the Editors.
2013-04-08 16:48:14 -04:00
SilentMike
0d9d321ec8
Merge pull request #314 from thecelloman/terrainfxmat
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Add missing terrain related materials.
2013-04-08 10:42:02 -07:00
thecelloman
88b75a1847
Add missing terrain related materials.
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This prevents the "cannot find material X" messages in the console. These psuedo materials are what enables footstep sounds and footpuffs on terrain materials.
2013-04-08 13:30:03 -04:00
thecelloman
684dec4a12
Add and remove relevant file execs for the new weapon fx usage in previous commit, pull request #312
2013-04-08 12:40:46 -04:00
thecelloman
0ab520c001
Cleanup of weapon fx and assets.
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This reduces duplication by grouping assets used by multiple weapons in one location: shared.
This reduces duplication and cleans particle fx that was spread across multiple files. We now have rocketfx.cs and grenadefx.cs
This also fixes some minor particle fx console warnings/errors.
Fixed missing material for Cheetah Turret.
2013-04-08 07:09:55 -04:00
SilentMike
b5a6514dae
Merge pull request #304 from thecelloman/moveroads
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Relocate default road & path assets.
2013-04-05 09:49:04 -07:00
thecelloman
b4ea1123dc
Remove Interior Object format (DIF)
2013-04-05 12:39:26 -04:00
thecelloman
9c0bb322cb
Fix for issue #282
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Material selector now renders preview thumbnails.
2013-04-04 16:08:36 -04:00
thecelloman
281897c41e
Removing the Armor script class.
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Using PlayerData as the generic namespace. This is more inline with other default datablock methods.
2013-04-04 15:39:15 -04:00
thecelloman
6f8161b098
Relocate default road & path assets.
2013-04-04 15:29:38 -04:00
SilentMike
8d0e6b8142
Merge pull request #299 from thecelloman/movelightassets
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Moving the light related assets and data out of the core.
2013-04-04 11:49:24 -07:00
SilentMike
93c7e1fb73
Merge pull request #302 from thecelloman/movewater
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Relocate water related assets.
2013-04-04 11:16:08 -07:00
thecelloman
6d7270c894
Relocate water related assets.
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Also remove duplication, favoring DDS over other formats.
2013-04-04 14:13:46 -04:00
SilentMike
0f76a1718f
Merge pull request #300 from thecelloman/moveskies
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Relocating sky related assets.
2013-04-04 07:49:34 -07:00
thecelloman
a371fc5855
Relocating sky related assets.
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Also reduced duplication of the "empty" solid color sky cubemaps.
2013-04-04 10:46:28 -04:00
thecelloman
fb341fdf97
Moving the light related assets and data out of the core.
2013-04-02 19:44:31 -04:00
SilentMike
0e63ca1079
Merge pull request #293 from thecelloman/nobuggy
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Removing the old TGE era "Buggy" vehicle.
2013-04-02 12:56:32 -07:00
thecelloman
aee045bd50
Removing the old TGE era "Buggy" vehicle.
2013-04-02 15:51:48 -04:00
thecelloman
65197aa753
Moved teleporter related particle data out of the managed data file and into art/datablock/teleporter.cs. I also corrected a bad filepath that would prevent mission loading.
2013-04-02 14:54:01 -04:00
thecelloman
608869d504
Remove unused OOBSign from PlayGui
2013-03-27 23:35:21 -04:00
thecelloman
1452c407d9
Set the Ryder as the default starting weapon instead of the Lurker.
2013-03-27 22:49:58 -04:00
xoltan
add2f8cb47
Terrain Macro Texture
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Adds another layer of detail-like texture to the terrain and the
interface updates in the Terrain Painter.
2013-03-27 18:58:37 -06:00
SilentMike
769268784f
Merge pull request #268 from eightyeight/terrain-import-flipped
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Importing terrain heightmaps flips Y-axis
2013-03-25 14:03:11 -07:00
thecelloman
07c16a2f38
Relocating the particles image directory out of art/shapes/particles to art/particles. This should be a more logical and intuitive location. Relevant managed particle related datablock save location defaults have been adjusted as well.
2013-03-25 16:49:08 -04:00
Daniel Buckmaster
b868906ba5
Added a checkbox to the terrain import GUI and fixed a space.
2013-03-23 09:24:02 +11:00
thecelloman
d1b18ad887
Some default particles now have additional defaults for their times[n] array. This resolves some console warning spam.
2013-03-22 16:29:15 -04:00
thecelloman
25efdb4a06
Adding a basic rule-based terrain painting implementation.
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http://www.garagegames.com/community/resources/view/17145
2013-03-21 17:45:23 -04:00
thecelloman
b452597696
Removing the controlsHelpDlg to reduce maintenance overhead.
2013-03-20 16:51:42 -04:00
thecelloman
c1831e4bd8
Relocates several game specific GUIs (with relevant art and scripts) out of the "core".
2013-03-20 12:10:08 -04:00
thecelloman
d3ba8e8e44
Remove unused and (partially) unworking UnifiedShell.
2013-03-18 10:02:05 -04:00
thecelloman
ceff8d72e0
Tools GuiProfile Separation.
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This effectively duplicates (where necessary) and moves tools specific GuiProfiles out of the core and into the tools. This will allow future modifications to either the game guis or tools guis that use these profiles to not conflict with each other.
2013-03-18 06:38:48 -04:00
David Wyand
845931296e
Merge pull request #248 from DavidWyand-GG/HardCodedPaths2
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Removed hard coded directory paths
2013-03-07 15:58:43 -08:00
DavidWyand-GG
4b1334db9f
Removed hard coded directory paths
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- Removed references to core directory.
- Switch some references to tools directory
- Added preferences variables where appropriate
2013-03-07 18:56:53 -05:00
Tim Newell
31036c4031
Bug fixes for alternative zip layout and define to toggle it on
2013-02-28 16:46:46 -05:00
DavidWyand-GG
35374f939e
ExtendedMove class and support
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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
DavidWyand-GG
63b8c275a5
Fix for Issue #172 for Turret Crash on Dedicated Server
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The Cheetah's turret fire sound datablock happened to be named the same
as the player's turret weapon's datablock. This caused the sound
profile's description to be NULL on the dedicated server.
2012-12-13 16:46:05 -05:00
DavidWyand-GG
5dd5814a9b
Fix for Issue #170 Asset loading under Linux
2012-12-12 13:53:32 -05:00
DavidWyand-GG
fa1a0124a9
Merge branch 'healthtexthud' of https://github.com/T3DCE/CE-OSLab into T3DCE-healthtexthud
2012-11-15 11:04:09 -05:00
DavidWyand-GG
e65d404171
Work for Issue #141 for Remove Toolbox
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Removed the old Toolbox and the Qt libraries, as well as all of the
Templates' game binaries.
2012-11-13 18:40:01 -05:00
DavidWyand-GG
dc25f17a69
Fix for Issue #122 for Material Sounds
2012-11-08 14:59:22 -05:00
DavidWyand-GG
497f3c96dc
Fix for Issue #90 for Camera orbit object bug
2012-10-16 18:43:11 -04:00
thecelloman
f73655782c
Script changes for the Full PhysX Template to remove the scripted numerical health hud, replacing it with the c++ GuiHealthTextHud GuiControl.
2012-10-05 16:32:14 -04:00
thecelloman
3f9faad881
Rename AiPlayer::produce() to AiPlayer::spawnAtLocation()
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... does what it says.
2012-10-04 18:53:46 -04:00
thecelloman
00f72f1325
Removed the scripted numerical health hud in the Full Template and added the new GuiHealthTextHud control to the playGui.
2012-10-04 16:13:34 -04:00
David Wyand
349f6f238f
Merge branch 'development' of https://github.com/TwistedJenius/Torque3D into TwistedJenius-development
2012-10-04 12:48:53 -04:00
TwistedJenius
e82b7b96b5
Changed function name to fit standards.
2012-10-04 02:27:55 -05:00
David Wyand
a59a6ef8b1
Merge pull request #55 from DavidWyand-GG/issue54-PhysXCrash
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Fix for Issue #54 for PhysX client crash on exit
2012-10-03 13:03:29 -07:00
David Wyand
f6627f98af
Fix for Issue #54 for PhysX client crash on exit
2012-10-03 15:59:34 -04:00
bank
109a766748
All *.command files should have 'executable bit' set on.
2012-09-23 15:31:45 +04:00
bank
27d50fae46
Added conf files for ProjectGen (Linux platform support).
2012-09-23 15:31:33 +04:00
bank
546e3a219a
Copied generateProjects.command from Full template into Empty, so we can build it on Linux too.
2012-09-23 15:28:39 +04:00
TwistedJenius
50edf31992
Got rid of AIManager related comments.
2012-09-21 07:10:36 -05:00
TwistedJenius
f922bc4fd0
AI related bug fixes and improvements.
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Removed references to AIObjective and aiAvoidThis which are not used.
Made minor improvements to the spawning system in the aiPlayer.cs file.
2012-09-21 06:51:53 -05:00
DavidWyand-GG
c9c833c56c
Full PhysX Template for ticket #1
2012-09-19 12:29:35 -04:00
DavidWyand-GG
f439dc8dcd
Full Template for ticket #1
2012-09-19 11:54:25 -04:00
DavidWyand-GG
74f265b3b3
Empty PhysX Template for ticket #1
2012-09-19 11:48:32 -04:00
DavidWyand-GG
40220512d3
Empty Template for ticket #1
2012-09-19 11:29:55 -04:00