Brian Roberts
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2a2987869b
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Merge pull request #478 from Bloodknight/SDL_OpenGL_BPP_Fix
Fixes a resolution switching issue when the game uses **only** OpenGL…
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2021-04-22 19:51:14 -05:00 |
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Brian Roberts
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880cb13762
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Merge pull request #448 from Azaezel/alpha40/genericObjectSpawner
general spawnspheres
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2021-04-22 19:39:00 -05:00 |
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Brian Roberts
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357abb3292
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Merge pull request #480 from Azaezel/alpha40/bintoDec
adds binary to decimal and vice versa methods
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2021-04-22 19:34:25 -05:00 |
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Brian Roberts
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369c06c24c
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Merge pull request #485 from Azaezel/alpha40/stringtoChar
make string to char* conversion automatic
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2021-04-22 19:34:05 -05:00 |
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Brian Roberts
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058302dd80
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Merge pull request #483 from Areloch/updateMasterServerDomain
Updates the masterserver domain referenced in the default scripts, pointing it to the new torque3d master server
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2021-04-22 19:33:51 -05:00 |
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AzaezelX
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2e3e4228b2
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make string to char* conversion automatic
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2021-04-21 14:45:10 -05:00 |
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Brian Roberts
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9323bac5ea
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Update Templates/BaseGame/game/core/gui/scripts/canvas.tscript
Co-authored-by: Lukas Joergensen <lpjoergensen@gmail.com>
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2021-04-13 16:53:31 -05:00 |
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Jeff Hutchinson
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c19bb29a16
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Merge pull request #481 from Azaezel/alpha40/profileconflictreport
report which profile usages are conflicting (was,is)
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2021-04-12 21:48:38 -04:00 |
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Jeff Hutchinson
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481c900d77
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Merge pull request #482 from Azaezel/alpha40/sanitizerAug
add additional chars to the flatfile->asset->objectID name santizatio…
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2021-04-12 21:46:22 -04:00 |
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Jeff Hutchinson
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ef34210fef
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Implement Unit Test Suite for TorqueScript.
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2021-04-12 21:43:57 -04:00 |
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Areloch
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92abfb8ccf
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Updates the masterserver domain referenced in the default scripts, pointing it to the new torque3d master server
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2021-04-08 20:32:22 -05:00 |
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AzaezelX
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ab1661a851
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add additional chars to the flatfile->asset->objectID name santization chain
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2021-04-06 15:17:06 -05:00 |
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AzaezelX
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ab878eb312
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report which profile usages are conflicting (was,is)
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2021-04-06 14:54:53 -05:00 |
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AzaezelX
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b7b4ced8d6
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adds binary to decimal and vice versa methods
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2021-04-02 14:08:26 -05:00 |
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Marc
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3d2f3bda64
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Fixes a resolution switching issue when the game uses **only** OpenGL as the renderer
Canvas.tscript fixes provided by @OTHG_Mars
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2021-03-18 21:37:36 +00:00 |
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Brian Roberts
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b6a1acabf8
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Merge pull request #471 from Areloch/forestCreationEditingFixes
Adjusts Forest object creation and forest item data creation/management to work with asset/module workflows
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2021-03-14 01:12:58 -06:00 |
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Brian Roberts
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a8e2ec6df4
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Merge pull request #475 from Areloch/importAssetSuffixes
Adds import config settings for forcefully adding configurable suffixes for shapes, materials and images
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2021-03-14 01:12:29 -06:00 |
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Brian Roberts
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43391f0f10
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Merge pull request #474 from Areloch/internalNameTreeDisplayFix
Fixes display of internal names on objects shown in guiTreeViewCtrl
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2021-03-14 01:12:20 -06:00 |
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Brian Roberts
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1695e76514
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Merge pull request #472 from Areloch/moduleFriendlyDBCreation
Makes the DB creation process better jive with modules
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2021-03-14 01:12:05 -06:00 |
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Brian Roberts
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6e6f90b8f6
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Merge pull request #473 from Areloch/AssetScriptFileABFix
Misc. minor AB fixes
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2021-03-14 01:11:55 -06:00 |
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Brian Roberts
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5442f52bc5
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Merge pull request #476 from Azaezel/alpha40/emissiveProper
reset emissive to show 0,0,0,0 for local/vector lights in a manner th…
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2021-03-09 15:27:10 -06:00 |
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AzaezelX
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e5bc0a6e54
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reset emissive to show 0,0,0,0 for local/vector lights in a manner that doesn't cause them to black out.
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2021-03-09 15:26:48 -06:00 |
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Areloch
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a0c8a77043
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Adds import config settings for forcefully adding configurable suffixes for shapes, materials and images
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2021-02-27 02:43:37 -06:00 |
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Areloch
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e428ecd6ab
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Fixes display of internal names on objects shown in guiTreeViewCtrl
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2021-02-24 01:05:24 -06:00 |
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Areloch
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9a10d52e0b
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Added logic to correctly associate constructor script file for shape asset to asset as an assetfile
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2021-02-21 02:21:50 -06:00 |
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Areloch
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87bd7bbeae
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Fixes script presentation logic in the AB so it only shows scripts that isn't an asset file for an asset.
Also fixes a reference to the Inspector for refreshing purposes.
Adds a pop call to ensure AB is in focus when shown
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2021-02-21 02:16:34 -06:00 |
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Areloch
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12b58dc7ef
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Makes the DB creation process better jive with modules by having you select the destination folder for the managed datablock script file to be saved off into
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2021-02-21 02:09:40 -06:00 |
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Areloch
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8af6513aea
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Adjusts Forest object creation and forest item data creation/management to work with asset/module workflows
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2021-02-21 02:04:13 -06:00 |
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Brian Roberts
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bea11acc66
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Merge pull request #450 from Azaezel/alpha40/playgui_onwake_callback
provides a general Playgui_onWake callback for modules
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2021-02-15 22:28:26 -06:00 |
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Brian Roberts
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f4982f3b7d
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Merge pull request #464 from Azaezel/alpha40/ribbonParticles
ribbon particle resource port
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2021-02-15 22:28:10 -06:00 |
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Brian Roberts
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30f746416d
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Merge pull request #466 from Azaezel/alpha40/bakeOrigintweaks
set prefab and makemesh origins to the biggest model
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2021-02-15 22:27:59 -06:00 |
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Brian Roberts
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7be1e24c06
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Merge pull request #470 from Azaezel/alpha40/fixEmissive
fix emissive
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2021-02-15 22:27:50 -06:00 |
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AzaezelX
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39c914101d
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fix emissive
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2021-02-14 18:47:42 -06:00 |
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Brian Roberts
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331200ba69
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Merge pull request #468 from Areloch/shapeEdListFix_Followup
Missed a function where similar to previous was needed for the shape editor list fix to ensure it works both ways
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2021-02-13 00:20:31 -06:00 |
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Areloch
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931556c3c6
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Added the makeRelative call to the other openShapeAsset function to ensure it works both ways
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2021-02-13 00:18:48 -06:00 |
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Brian Roberts
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11e13dddf0
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Merge pull request #467 from Areloch/shapeEdListFix
Fixes the constructor path compare logic in the shape editor so the lists can populate correctly.
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2021-02-12 14:37:59 -06:00 |
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Areloch
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372a7887be
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Fixes the constructor path compare logic in the shape editor so the lists can populate correctly.
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2021-02-12 00:21:36 -06:00 |
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AzaezelX
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4c7535a9bc
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set perfab and makemesh origins to the biggest model
allows one to preserve snap points
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2021-02-08 17:23:51 -06:00 |
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AzaezelX
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e96624032f
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ribbon particle resource port
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2021-02-07 13:43:21 -06:00 |
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Areloch
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dcf176f043
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Merge pull request #463 from Azaezel/fix/terrainpainting
terrain brush dragging cleanups
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2021-01-28 00:45:01 -06:00 |
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AzaezelX
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d4cd1edad7
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Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into fix/terrainpainting
# Conflicts:
# Engine/source/gui/worldEditor/terrainEditor.cpp
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2021-01-27 23:38:14 -06:00 |
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AzaezelX
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66db6ac376
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terrain brush dragging cleanups
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2021-01-27 23:36:23 -06:00 |
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AzaezelX
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e153bed606
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Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into alpha40/genericObjectSpawner
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2021-01-27 19:11:25 -06:00 |
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AzaezelX
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863da35ca0
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Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into alpha40/playgui_onwake_callback
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2021-01-27 19:06:51 -06:00 |
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Brian Roberts
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47ec7e8d98
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Merge pull request #460 from Azaezel/fix/moduleHelpers
re-fix file exclusivity, readd callonmodules variable extension
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2021-01-27 15:12:42 -06:00 |
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Brian Roberts
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c2c959122e
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Merge pull request #462 from Areloch/TerrainEditDragFixup
Re-fixes terrain edit dragging without breaking paint actions
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2021-01-27 15:11:56 -06:00 |
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Areloch
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e11c5a7a02
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Re-fixes terrain edit dragging without breaking paint actions
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2021-01-27 15:10:20 -06:00 |
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Brian Roberts
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e2f706cd94
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Merge pull request #461 from Areloch/ShapeAssetPreviewGen
Implements shape preview caching for shape assets
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2021-01-27 14:58:41 -06:00 |
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AzaezelX
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7e3e1941c6
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add a toggle for the standard canSaveDynamicFields flipped by default to off so folks can bolt variables on the fly onto the spawner (like thing spawned, how many ect) without it poluting level saves
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2021-01-27 14:03:12 -06:00 |
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AzaezelX
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1f518499c9
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typofix
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2021-01-27 13:28:12 -06:00 |
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