Commit graph

60 commits

Author SHA1 Message Date
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