Areloch
3a71c75596
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Lukas Joergensen
bc435a3b33
Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic
2018-04-20 22:09:58 +02:00
Lukas Joergensen
2e6133af48
Eliminate unnecessary uses of ConsoleMethod
2018-04-17 22:36:32 +02:00
Lukas Joergensen
00758d380f
Eliminate unnecessary uses of ConsoleFunction
2018-04-17 21:41:29 +02:00
Lukas Joergensen
5bde18143f
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Azaezel
7064b41506
gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning.
2018-03-28 23:41:47 -05:00
Azaezel
f9aa23f9c5
shadowvar cleanup
2018-03-15 21:41:17 -05:00
Azaezel
53869600cc
netObject classvar cleanups
2018-03-13 21:27:31 -05:00
Bloodknight
c8e9b85ed3
Merge branch 'development' into issue_2115
2018-02-05 15:59:33 +00:00
Marc Chapman
af62b5c0a9
Phase 2: #ifdef for Zodiacs and particles
2018-01-23 22:03:18 +00:00
Marc Chapman
1c2effd7fa
Phase 1: Add a #define test
2018-01-23 20:24:35 +00:00
Areloch
df9deea1a8
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Marc Chapman
d5f51270eb
process-order -- code to help positioning of objects in the process lists.
2017-07-27 00:21:47 +01:00
Marc Chapman
b17b45edbb
packet-size-checking -- Methods for querying packet-size settings. Used for detecting when spells or effects overrun the packet buffer from networked dynamic field usage.
...
scope-tracking -- changes related to the tracking of AFX constraint objects as they move in and out of scope.
2017-07-27 00:09:36 +01:00
Marc Chapman
442b200ef6
obj-select -- object selection functionality
...
is-camera -- Adds a test for determining if object is a camera.
cam-speed -- added method for getting the camera movement speed.
zoned-in -- connection is flagged as "zoned-in" when client is fully connected and user can interact with it.
2017-07-26 23:59:44 +01:00
Marc Chapman
fec893cd8b
db-cache -- implementation of datablock caching system.
2017-07-26 23:41:57 +01:00
Marc Chapman
43815793d1
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
2017-07-26 21:10:43 +01:00
Areloch
e8aff85322
Merge pull request #1808 from Azaezel/consistentCallbacks1
...
clang: consistent callbacks
2016-10-24 01:25:09 -05:00
Areloch
121d65215e
Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang.
2016-10-17 01:00:12 -05:00
Azaezel
5f5466d90d
clang: consistent callbacks
2016-10-16 16:54:11 -05:00
James Urquhart
212ac36cc1
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
James Urquhart
e6159a590a
Add basic support for showing openvr controllers and tracked objects
2016-09-11 22:42:42 +01:00
James Urquhart
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
2016-09-11 22:42:42 +01:00
James Urquhart
185fde8ea4
Fix issue with clamping the AngAxisF
2016-09-11 22:42:42 +01:00
James Urquhart
ba91478fad
Baseline working openvr code
2016-09-11 22:42:42 +01:00
Marc Chapman
5d6ab545da
Tidy up unnecessary #define
2016-07-18 21:55:22 +01:00
OTHGMars
8250e4728d
Mount Process Order Fix 1
...
Added a controlling object check to GameBase::onMount() so mounted objects will process after objects controlling them.
2016-06-17 10:36:28 -05:00
Areloch
efecbca8fc
Merge pull request #1637 from pacomont/Initializing_Move_trigger
...
Fix for Issue #1415Move::Move() is not properly initializing bool tri…
2016-06-08 09:24:22 -05:00
Areloch
ec8882c3c8
Ensuring all names are the correct casing for Linux
2016-05-26 01:37:14 -05:00
Areloch
b04ad52b5d
Ensure that inclusion of any entity/component stuff is properly bracketed with the preprocessor check.
2016-05-15 10:11:46 -05:00
Areloch
38c18870d3
Adjustments to allow Entities/Components to act as cameras and control objects.
2016-05-14 14:03:19 -05:00
Areloch
b3b50abd9b
Integrates components into the update and render loop.
2016-05-14 12:40:13 -05:00
Francisco Montañés García
a35d788fcc
Fix for Issue #1415Move::Move() is not properly initializing bool trigger[MaxTriggerKeys];
...
from https://github.com/GarageGames/Torque3D/issues/1415
2015-09-20 20:44:11 +02:00
Daniel Buckmaster
39f0e269d6
Merge pull request #1328 from GarageGames/release-3.7
...
Release 3.7
2015-06-24 19:00:57 +10:00
James Urquhart
12d435c341
Remove value constructors for ConsoleValueRef & fix callbacks which use them. Fixes issue #1289
2015-05-08 09:04:04 +10:00
James Urquhart
3a457749ec
Oculus VR DK2 Support
...
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
James Urquhart
f44a3f27d6
Fix stack balancing problems by refactoring execution calls
...
- Con::executef now uses a template
- All public execution functions now restore the console stack upon return
- Fixed bad parameters on some callbacks
- Reverts get*Arg behavior
2015-02-08 00:08:18 +00:00
Luis Anton Rebollo
6492028bb2
Merge pull request #1035 from bpay/memfixes
...
Memfixes
2015-01-25 13:42:32 +01:00
LuisAntonRebollo
3336bffad2
Changes for Linux.
2015-01-19 01:44:36 +01:00
Daniel Buckmaster
ae284a89ec
Merge branch 'development' into defineconsolemethod
...
Conflicts:
Engine/source/materials/materialDefinition.cpp
2014-12-26 13:22:16 +11:00
Ben Payne
d97d44f66f
Fix more misc uninitialized vars
2014-12-11 18:25:29 -05:00
Daniel Buckmaster
a928d142f7
Made some tweaks so I'm happy with it.
...
* Removed #defines
* Fall back to using visible distance if ghost distance is not used
* Removed ghost distance from level files as it will default
* Renamed mConnectionVisibleDistance for consistency
2014-12-07 19:14:06 +11:00
Vincent Gee
55bdfe5dc3
This adds limiting the ghost data to a specific area around the client.
...
By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding
visibleGhostDistance = "1000";
Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION
The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance
The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
2014-11-05 23:14:39 -05:00
Vincent Gee
9907c4592e
Fixed bad string compares and simdictionary
2014-11-04 19:51:13 -05:00
Vincent Gee
acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
2014-11-03 22:42:51 -05:00
Daniel Buckmaster
156aacf8b8
Ensure console function arg arrays are initialised.
2014-10-16 00:29:16 +11:00
Daniel Buckmaster
b507dc9555
Merge branch 'master' into console-func-refactor
...
Conflicts:
Engine/source/app/net/net.cpp
Engine/source/console/astNodes.cpp
Engine/source/console/compiledEval.cpp
Engine/source/console/console.h
Engine/source/console/consoleInternal.h
Engine/source/console/engineAPI.h
2014-10-14 15:09:11 +11:00
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
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
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