Commit graph

15 commits

Author SHA1 Message Date
Azaezel 28e509af1a Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel 71e640f6b6 unnecessarily duplicated var definitions 2018-03-16 17:12:22 -05:00
Glenn Smith a94587af43 Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Areloch 1bfdb41694 Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 2017-04-11 00:23:14 -05:00
Thomas "elfprince13" Dickerson d90b602e5a whitespace updates 2017-01-06 23:04:49 -05:00
Azaezel c57b1a8b70 clang reports: unclear || + && and &+| mixes. 2016-10-14 17:26:13 -05:00
irei1as 988bd47d52 Visibility change as sugested by dottools 2016-02-24 09:02:07 +01:00
irei1as c3b1aaae5a New script function to edit created decals
TorqueScript function to edit decals created with decalManagerAddDecal.
2016-02-23 17:17:54 +01:00
Areloch 4f1372a7f1 Merge pull request #564 from signmotion/chaotic-crash-decal
Will go ahead and merge this in on the grounds that while it may not technically be possible to make this problem occur(at least no one seems to have been able to reproduce it), having the clamping of values is generally a smart move on principle and prevents even the weird outliers from happening.
2015-08-29 20:05:27 -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
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
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
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
David Wyand 8f75a228f7 Fix for Issue #62 for Large decal disappears 2012-10-04 16:38:49 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00