Nathan Bowhay
246df9c454
Added parenthesis
...
Added parenthesis to avoid turning height into a true/false evaluation
result.
2015-02-12 08:25:16 -08:00
Nathan Bowhay
105c2b68f7
Removed unused code
...
removed some unused code.
2015-02-02 15:55:07 -08:00
Nathan Bowhay
c85b5b9999
Fixed odd callback bugs
...
Fixed bugs with callbacks, I couldn't seem to use U8 correctly in script
for some reason, but S32 works. I may have needed to use some extra
operators or something maybe, it was so long ago I can't remember what I
got in script as it was so long ago.
2015-02-02 15:54:01 -08:00
Nathan Bowhay
2458ecad9b
Fixed bug with bad index
...
Fixed a crash that would occur if an incorrect index was passed to
renderNodeName or renderNodeAxes.
2015-02-02 15:48:05 -08:00
Nathan Bowhay
f039c98f08
Fixed bug with dash character in menu item
...
Fixed a bug where if the text for a menu item started with - then it
would auto be disabled.
2015-02-02 15:46:26 -08:00
Nathan Bowhay
ae706b2407
Removed unused parameters
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I am not sure why there were parameters for this method when they
weren't being used (perhaps leftover from before?), but I removed them.
2015-02-02 15:40:51 -08:00
Nathan Bowhay
d0972c9be1
Small crash fix
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Crash fix when font isn't set.
2015-02-02 15:27:56 -08:00
Nathan Bowhay
77b9600303
IsActive fix & code cleanup
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Now if a text edit is set to inactive you can't mouse down.
changed code
to use setVariable so code is a bit cleaner.
Fixed some small spacing
issues.
2015-02-02 13:54:56 -08:00
Nathan Bowhay
b11bc8e93a
Fixed some positioning bugs
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Fixed some cursor positioning bugs in the MLTextCtrl.
Also removed parameters from function that doesn't actually take
parameters.
2015-02-02 12:17:38 -08:00
Nathan Bowhay
722008570a
Fixed bug with console expression result
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Fixed a bug with the result of a console expression not always
displaying.
2015-02-02 12:02:56 -08:00
Nathan Bowhay
789cc47b67
Fixed null profile crash
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If the profile was null it would crash.
2015-01-29 15:58:41 -08:00
Nathan Bowhay
fe544597e3
onScroll not always called
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onScroll callback wasn't always being called, fixed that.
2015-01-29 15:52:10 -08:00
Nathan Bowhay
1903413a54
Removed unused variables
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Removed unused variables.
2015-01-29 15:48:11 -08:00
Daniel Buckmaster
014b566014
Merge remote-tracking branch 'gg/development-3.6' into development
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Conflicts:
Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Daniel Buckmaster
0605f056e3
Fix changes to moveSelection API.
2015-01-28 21:25:15 +11:00
Luis Anton Rebollo
6492028bb2
Merge pull request #1035 from bpay/memfixes
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Memfixes
2015-01-25 13:42:32 +01:00
LuisAntonRebollo
4e9034854d
Linux implementation. Include changes for gcc x64.
2015-01-24 22:08:26 +01:00
LuisAntonRebollo
475f218bcd
Modified files for SDL2.
2015-01-18 22:52:29 +01:00
Daniel Buckmaster
f1da30f285
Those are ints, not floats.
2015-01-02 19:38:05 +11:00
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
04ff04a95f
Removed some unneccessary changes and made file name consistent.
2014-12-21 21:25:27 +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
Ben Payne
2fc1ac4816
Fix uninit vars in gui
2014-12-11 17:25:02 -05:00
LuisAntonRebollo
2f8d18c0c0
Merge pull request #929 from BeamNG/remove_old_opengl_code
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Remove unnecesary code for handle OpenGL.
2014-11-30 02:22:24 +01:00
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
Daniel Buckmaster
4769bba003
Merge pull request #958 from skaughtx0r/Fix-GuiTreeView-buildVisibleTree
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Fix gui tree view build visible tree
2014-11-23 15:52:31 +11:00
LuisAntonRebollo
f101fbe820
Remove unnecesary code for handle OpenGL.
2014-11-08 18:11:35 +01:00
LuisAntonRebollo
cc16277ce6
Add GFXDevice::setupGenericShader for fix render on non FFP.
2014-11-08 17:59:36 +01:00
Vincent Gee
2f48f31a6f
Fixed String comparisons.
2014-11-05 23:29:08 -05:00
Daniel Buckmaster
3082bb3adc
Merge pull request #884 from GarageGames/development-3.6
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Version 3.6.2
2014-11-05 20:28:01 +11:00
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
f6d54d810b
Improve documentation on getCursorPos and fix cursorInControl.
2014-11-02 07:51:03 +11:00
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
Daniel Buckmaster
346ad5bdaa
Finished up splash screen implementation.
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* Added stub methods for non-Windows platforms
* Move canvas show to after tools have loaded
* Fix a tab
2014-08-16 11:28:53 +10:00
Scott Przybylski
2987681220
Alternate fix for GuiTreeView
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Adding `mFlags.set(RebuildVisible)` to `GuiTreeView::onWake()` fixes the problem where the tree is not drawn correctly when nodes are expanded in the TorqueScript `GuiTreeView::onWake()` callback function.
2014-08-14 21:52:48 -07:00
Scott Przybylski
e21a0876b6
GuiTreeView bug in buildVisibleTree
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There was a bug in buildVisibleTree, it should be setting the RebuildVisible flag, not clearing it.
The clip rectangle did not appear to be updating when expanding items or calling scrollVisible, which expands all the items to make a particular item visible. This would cause part of the tree to be cut off.
Setting the RebuildVisible flag made the problem go away.
2014-08-14 00:59:07 -07:00
Areloch
0878f005c0
Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
...
Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.
This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Areloch
c2da67d473
Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads.
2014-07-15 17:44:19 -05:00
Daniel Buckmaster
cf5d48e6ef
Merge pull request #665 from andr3wmac/multiformat
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Support for large lists of shape formats.
2014-07-08 14:14:54 +02:00
Daniel Buckmaster
b94679aebc
Prevent call to dStrlen(NULL).
2014-06-17 16:01:25 +10:00
Daniel Buckmaster
feec36731e
Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
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Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
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
LuisAntonRebollo
18ba0646c0
Increased stability Torqu3D: unit-tests running without a crash. See the console.log after ran unitTest_runTests( "", true ). @signmotion
2014-05-25 16:50:19 +02:00