Commit graph

1947 commits

Author SHA1 Message Date
Areloch 099a91553a Merge pull request #723 from Azaezel/lightRay_Cleanup
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
player triggers.
2014-10-02 10:22:34 +10:00
LuisAntonRebollo 535f56af6e Merge pull request #801 from eightyeight/gtest-tests
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
-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.
* 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.
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
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
Ejection offset variance defaults
2014-07-08 14:16:05 +02:00
Daniel Buckmaster cf5d48e6ef Merge pull request #665 from andr3wmac/multiformat
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
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
Grenade decal
2014-05-26 11:57:18 +10:00
Thomas Fischer 2434a82b67 Merge pull request #609 from BeamNG/templates_case_sensitive
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
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
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.
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
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
- 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
- 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
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
- 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
- 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
- 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
Player dust support
2013-10-11 11:07:44 -07:00
SilentMike 3b6854371b Merge pull request #489 from Azaezel/365
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
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
AIPlayer path node slowdown
2013-08-19 08:24:27 -07:00
SilentMike f6efe41728 Merge pull request #460 from Azaezel/Particles
Particles
2013-08-19 08:22:04 -07:00
SilentMike 51204ee826 Merge pull request #447 from Bloodknight/BKS_BigBrush
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
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
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.
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
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
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike 20b8294282 Merge pull request #287 from xoltan/terrainmacro
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
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
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.
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
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
Side by side rendering
2013-04-09 12:43:58 -07:00
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
SilentMike b1a2140e61 Merge pull request #323 from thecelloman/fixteleportflash
Use correct dragCoefficient value in TeleportFlash
2013-04-09 11:00:14 -07:00
SilentMike 5fc1316869 Merge pull request #322 from thecelloman/fixcustomprofiles
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.
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
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
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
Add missing terrain related materials.
2013-04-08 10:42:02 -07:00
thecelloman 88b75a1847 Add missing terrain related materials.
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.
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
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
Material selector now renders preview thumbnails.
2013-04-04 16:08:36 -04:00
thecelloman 281897c41e Removing the Armor script class.
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
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
Relocate water related assets.
2013-04-04 11:16:08 -07:00
thecelloman 6d7270c894 Relocate water related assets.
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
Relocating sky related assets.
2013-04-04 07:49:34 -07:00
thecelloman a371fc5855 Relocating sky related assets.
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
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
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
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.
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.
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
Removed hard coded directory paths
2013-03-07 15:58:43 -08:00
DavidWyand-GG 4b1334db9f Removed hard coded directory paths
- 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
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
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
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()
... 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
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.
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