Commit graph

26 commits

Author SHA1 Message Date
Areloch b759bde0c0
Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
Areloch 7b4fdd8b81 Properly converted Spectator and FPS Gameplay modules' levels to utilize Scene 2019-03-16 03:13:47 -05:00
Areloch bfb0c48616 Moved VR module from core to a regular module, as not all games are necessarily going to use VR.
Also corrected some of the default posteffect settings for the levels.
2018-09-19 16:03:58 -05:00
Areloch db29b9b0a2 Updated the module definitions for core module-ification. 2018-09-02 04:54:59 -05:00
Areloch 8816c5950d
Merge pull request #2200 from Bloodknight/LinuxCompatabilityFixes
Linux compatibility fixes
2018-03-17 14:19:20 -05:00
Marc Chapman d7197b0d45 Fixed defects in Turret material, Fixed TP Ryder material and added a spec map 2018-02-12 13:05:30 +00:00
Marc Chapman 24ac1b48e8 rock_* fixes 2018-02-11 17:27:04 +00:00
Areloch b2da7162ca
Merge pull request #2185 from John3/old_dml
delete old dml
2018-02-10 18:32:55 -06:00
Areloch e4427b7654
Merge pull request #2184 from rextimmy/isNotSky
removed isSky from template sky material files.
2018-02-04 13:22:13 -06:00
Areloch c7e9187987 Corrects level asset defines in the FPSGameplay and SpectatorGameplay modules. 2018-02-01 01:50:38 -06:00
Johxz 19248e7247 delete old dml 2018-01-31 20:46:17 -06:00
rextimmy 46f3723518 removed isSky from template sky material files. 2018-02-01 07:42:36 +10:00
Areloch eca92e695a Level asset declarations for the Full and SpectatorGameplay modules. 2018-01-28 17:10:13 -06:00
Johxz 0878327304 remove unused portal shape from spectator module 2017-07-10 19:53:37 -05:00
Johxz 9854aaffa2 correct materials.cs 2017-07-10 19:52:20 -05:00
Johxz ae56edd013 removed unnecessary shapes from spectator module 2017-07-10 19:24:21 -05:00
Johxz 8a8300b231 removed unnecessary shapes from fps module 2017-07-10 19:24:00 -05:00
Areloch ea6a04e478 Merge pull request #2037 from Areloch/BaseGameToDate
Base game to date
2017-07-09 03:44:56 -05:00
Areloch c50e292500 * Fixed old names of decal properties
Renamed the screenStartRadius and screenEndRadius properties in the bulletHoleDecal datablock and ScorchRXDecal datablock to fadeStartPixelSize and fadeEndPixelSize properties, respectively, to match names of the properties as defined in the decalData.cpp file, as noted in issue #1498
Among other possible fixes, this makes the size of the bullet hole decal's actually random in size now, instead of always being the exact same size.

@AlexBarys
2017-07-07 03:09:21 -05:00
Areloch 300fb06fd7 * Fixed misspelling of dragCoefficient property
As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.

@AlexBarys
2017-07-07 03:08:37 -05:00
Johxz 9560ccd309 move portal shape into a folder 2017-06-24 09:15:46 -05:00
AlexBarys 3336fa11ee Fixed misspelling of dragCoefficient property
As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.
2017-04-26 13:10:32 -04:00
Areloch c74242309a Additional cleanup and add-in of files that were missed. 2017-03-27 00:36:23 -05:00
Areloch ea595143e8 Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Areloch 6f09e8e3e7 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00