Thomas "elfprince13" Dickerson
27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
2017-01-11 23:36:04 -05:00
Thomas "elfprince13" Dickerson
bcc5459818
whitespace
2017-01-11 23:34:46 -05:00
Areloch
eb2d3a908a
Tweaked the naming convention to a) be more in line with the prefab creation functions, and b) avoid common artist terminologies that may lead to confusion on what it does.
2016-12-11 23:02:13 -06:00
Areloch
1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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Also adds a 'Bake Selection to Mesh' option to the tools menu in the editor to export the selected mesh to a collada file, and then replaces the selection with a TSStatic.
2016-12-10 17:27:27 -06:00
Areloch
3ab2f98ec3
Fixes up some erroneous behavior with Simgroup parentage.
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Fixes Prefab creation handling of SceneObjects and SimGroups.
Fixes SceneObjects where the default icon incorrectly defaulted to the simgroup folder rather than the generic class object when the class has no specific class icon.
2016-10-26 00:49:05 -05:00
Anis
60e258e5a9
Merge pull request #1806 from Azaezel/byeByeVarVar2
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more unused variable cleanups
2016-10-23 21:04:36 +02:00
Azaezel
1ee127b753
more unused variable cleanups
2016-10-16 14:41:34 -05:00
Azaezel
fbfd3ed8ed
clang: constructor initialization order
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while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
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
Areloch
827e70d674
Integration of Entities into the inspector/editor so they can call back into the tool scripts for custom handling.
2016-05-14 14:12:53 -05:00
Areloch
6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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Direct3D11 Support
2016-03-29 00:51:23 -05:00
Anis
935bddca35
Merge pull request #1556 from Azaezel/splineSpelunking
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Path editor display augmentations.
2016-03-22 12:57:49 +01:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
Robert MacGregor
d6226a71ca
Fix NULL pointer deref crashes in WorldEditor::selectObject & WorldEditor::unSelectObject
2015-12-02 01:47:29 -05:00
Azaezel
1c23583fba
world editor spline lerp display. advancedist controls size between steps. highlighted the tip of the arrows
2015-11-02 15:12:49 -06:00
Areloch
165cdb64e9
Merge pull request #1322 from Areloch/String_isEmpty_Convert
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Replace uses of dStrIsEmpty with new String::isEmpty
2015-10-31 23:40:13 -05:00
Areloch
3a18819e1e
Issue found by PVS Studio:
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Several instances where we utilize a pointer variable without properly testing that they aren't null first.
2015-07-28 23:25:09 -05:00
Areloch
527c3790d6
Issue found with PVS-Studio:
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Many instances where we would create a object via a new call, and then check that it was non-null.
This is redundant, as if we ever were in a situation where new failed, we'd be crashing left and right already, so the additional check is wasted processing.
2015-07-21 23:22:21 -05:00
Daniel Buckmaster
4f2f1ca4e1
Merge pull request #1356 from Areloch/PVS_Cleanup_813
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Convert un-modified function arguments to const references.
2015-07-20 22:55:22 +10:00
Daniel Buckmaster
c2e5dc3345
Merge remote-tracking branch 'bpay/clang-cl-build-fixes' into development
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Conflicts:
Engine/source/T3D/shapeBase.h
2015-07-17 16:55:12 +10:00
Areloch
11398bb04e
Issue found with PVS-Studio:
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A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
Daniel Buckmaster
86e0e67496
Merge pull request #1352 from Areloch/PVS_Cleanup_807
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Unnecessarily repeated expressions
2015-07-16 15:45:32 +10:00
Areloch
5c688260d5
Issue found with PVS-Studio:
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Many places utilize post-incrementation with iterators, but it's better performance to use pre-incrementation.
Resolved by changing the iter++ instances to ++iter;
2015-07-13 23:08:17 -05:00
Areloch
2002d74b78
Issue found with PVS-Studio:
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Many instances of a function or expression being used repeatedly, which can lower performance.
Fixed it in these cases by creating on local var, reference or pointer that's used instead.
2015-07-13 22:51:17 -05:00
Areloch
6e8fa7215a
Moves from using dStrIsEmpty to the new String::isEmpty static function. Keeps things cleaner, consistent, and works with intellisense.
2015-06-06 17:40:49 -05:00
Ben Payne
62fa40380b
Fixes for "incomplete type" errors when compiling with clang-cl
2015-03-04 19:10:56 -05:00
Ben Payne
0ffd7f5620
Fix member vars left uninitialized in constructors
2015-02-20 18:41:51 -05:00
Nathan Bowhay
4f87422392
Added console method docs and removed function
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Added a ton of console method documenation and removed
getSelectionCentroidText when you can just use a Point3F as the return
type.
2015-02-02 16:27:03 -08:00
Nathan Bowhay
1ce846d235
add & delete object documentation
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added add & delete object console method documentation.
2015-02-02 16:07:15 -08:00
Nathan Bowhay
72a0aed154
Some small console method docs
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Added a little documentation to a console method.
2015-02-02 16:04:50 -08:00
Daniel Buckmaster
f9cd778b3b
Fixed tricky overloaded sfx* functions.
2014-12-24 10:04:44 +11:00
Daniel Buckmaster
3ab048c5b0
Fixes after feedback from Luis.
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* Made use of dStrIsEmpty in more locations (and fixed it :P)
* Removed commented-out code
* Corrected default params
* Fixed some console warning formats
* Removed tabs
* Corrected setExtent API
2014-12-23 18:48:02 +11:00
Daniel Buckmaster
03f71a78c0
Added dStrIsEmpty and replaced some incorrect string comparisons.
2014-12-21 21:25:19 +11:00
Daniel Buckmaster
9396ae7176
Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod
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Conflicts:
Engine/source/T3D/missionMarker.cpp
2014-12-21 21:23:55 +11:00
LuisAntonRebollo
07b0ea9ca6
Merge pull request #927 from BeamNG/setupgenericshader
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Add GFXDevice::setupGenericShader for fix render on non FFP.
2014-11-30 02:22:13 +01:00
LuisAntonRebollo
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
LuisAntonRebollo
cc16277ce6
Add GFXDevice::setupGenericShader for fix render on non FFP.
2014-11-08 17:59:36 +01:00
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
b507dc9555
Merge branch 'master' into console-func-refactor
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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
LuisAntonRebollo
a90be04041
Merge pull request #687 from eightyeight/procedural-terrain-coverage
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Add coverage option to procedural terrain generator
2014-06-15 11:31:40 +02:00
bank
f3fc84738b
Use fixed buffer size var when allocating return buffer from console.
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Conflicts:
Engine/source/T3D/missionArea.cpp
Engine/source/gui/editor/guiDebugger.cpp
2014-06-11 13:09:55 +04:00
Daniel Buckmaster
de6e5e20b7
Fix random number generation.
2014-06-09 22:59:16 +10:00
Daniel Buckmaster
05e6fbf3d6
Merge remote-tracking branch 'JackDavidson/master' into procedural-terrain-coverage
2014-06-09 21:43:57 +10:00
JackDavidson
060b2a4e29
Commit to add "Coverage" option to procedural terrain generator
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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
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
SilentMike
77bd934167
Merge pull request #424 from tdev/lock-checking
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Added checks for valid pointers after locking
2013-08-11 22:14:16 -07:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
Bloodknight
3d38dc60eb
Increase terrain editor and painter max brush size to 256 x 256
2013-07-28 02:26:29 +01:00