Commit graph

96 commits

Author SHA1 Message Date
DavidWyand-GG
3be3cc6589 Fix GroundCover banking with camera
Fix for issue https://github.com/GarageGames/Torque3D/issues/527
2013-11-11 15:03:45 -05:00
DavidWyand-GG
91e542b8ec SceneCullingState with culling and camera frustum
- Fix for issue https://github.com/GarageGames/Torque3D/issues/525  This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render.  It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same.  This usually means any time when not using the
Oculus Rift.
2013-11-07 15:07:16 -05:00
DavidWyand-GG
710d616d0f Revert Player Buoyancy Change
This reverts the change made by
https://github.com/GarageGames/Torque3D/pull/490  It actually goes
further and comments out the Player's buoyancy calculation rather than
just the change in velocity.
2013-11-05 14:49:47 -05:00
Robert Pierce
44b5b85b2c Update pxMultiActor.cpp
Fixed PhysX compile issue on VS2010 ("'FS' : is not a class or namespace name")

In reference to http://www.garagegames.com/community/forums/viewthread/135499
2013-11-01 11:36:26 -04:00
SilentMike
fd0f4634fe Merge pull request #511 from thecelloman/triggerfix-issue#510
Making vector order consistent.
2013-10-27 21:16:22 -07:00
thecelloman
3d153e5fdc Making vector order consistent. 2013-10-28 00:13:14 -04:00
thecelloman
24f951ed34 Removing a duplicate CorrectMuzzleVector initPersistFields() entry. 2013-10-28 00:00:46 -04:00
thecelloman
4e65e1014b Initialize mCameraRotation to (0, 0, 0). 2013-10-27 23:46:06 -04:00
SilentMike
0e1ed4683b Merge pull request #490 from Azaezel/buoyancy
Buoyancy
2013-10-27 13:48:09 -07:00
SilentMike
5ca66697b1 Merge pull request #427 from eightyeight/arm-range-fix
Arm range fix
2013-10-21 10:19:51 -07:00
SilentMike
e97aaec302 Merge pull request #492 from Azaezel/393B
Fix for issue #393
2013-10-21 10:04:59 -07:00
SilentMike
8d2fcf2456 Merge pull request #384 from eightyeight/dont-stress-clientmissioncleanup
Don't require ClientMissionCleanup to exist
2013-10-15 11:32:12 -07:00
SilentMike
b1f4c4a24d Merge pull request #478 from eightyeight/guishapenamehud-fill
Make GuiShapeNameHud frame and fill rendering useful
2013-10-15 10:39:04 -07:00
Daniel Buckmaster
c1d79f1488 Added padding to GuiShapeNameHud labels. 2013-10-14 23:06:14 +11:00
Daniel Buckmaster
4d3851c3cb Reinstate entire-control fill and frame.
The settings for fill and frame around names are now called labelFill and labelFrame.
2013-10-14 12:59:48 +11:00
SilentMike
d6146e968a Merge pull request #470 from TarasPodoroga/development
RenderMeshExample won't render transparent materials properly
2013-10-09 13:22:30 -07:00
SilentMike
2ac675000f Merge pull request #449 from Phantom139/uuidreplacement
UUID Replacement
2013-10-09 12:31:47 -07:00
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
DavidWyand-GG
edaecf0a5b Mounted image weapon light fix
Fix for mounted image lights beyond the first weapon light.  Before this
fix all mounted images that have lights would not function if mounted to
a slot after a mounted image that uses a weapon light.
2013-10-05 02:23:58 -04:00
Azaezel
fed7966dda fix for issue #393 2013-10-03 14:33:45 -05:00
Azaezel
6879f1b328 re-enables boyancy as per: http://www.garagegames.com/community/blogs/view/22403#comments 2013-10-03 04:35:42 -05:00
Daniel Buckmaster
d80679fbf8 GuiShapeNameHud frame and fill rendering is now useful. 2013-09-05 19:02:42 +10:00
thecelloman
278b4c9977 Fixes a mismatched variable name introduced in pr#460 2013-09-04 14:28:55 -04:00
Taras Podoroga
b0974e6647 RenderMeshExample won't render transparent materials properly, this commit will fix it. 2013-08-21 23:57:55 +03:00
SilentMike
f6efe41728 Merge pull request #460 from Azaezel/Particles
Particles
2013-08-19 08:22:04 -07:00
SilentMike
77bd934167 Merge pull request #424 from tdev/lock-checking
Added checks for valid pointers after locking
2013-08-11 22:14:16 -07:00
SilentMike
cec14272b6 Merge pull request #420 from tdev/camera-datablock-fixes
fixed camera code not checking for invalid/missing datablock
2013-08-11 22:10:53 -07:00
Brian Roberts
0c88a12b83 adds an ejectionOffsetVariance entry to particle emitters, which adds a buffer zone to ejectionOffsets (IE: let's us make rings, and the like.) 2013-08-06 13:36:17 -05:00
SilentMike
3e3006024c Merge pull request #452 from eightyeight/expose-blowup
Expose ShapeBase blowUp method
2013-08-04 21:50:40 -07:00
SilentMike
40b29c994d Merge pull request #387 from lukaspj/Projectile-Explosion-Change
Let projectiles collide with objects without being armed.
2013-08-04 21:44:42 -07:00
Daniel Buckmaster
ce73a6b11a Exposed blowUp method to console. 2013-08-02 19:00:28 +10:00
Robert Fritzen
171a24459f Remove namespace from header
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00
SilentMike
e507086961 Merge pull request #432 from eightyeight/recast-pull-plc_navigation
Recast part 2: PLC_Navigation
2013-07-22 11:33:22 -07:00
SilentMike
67a003bcad Merge pull request #429 from eightyeight/air-control-limit
Air control speed limit
2013-07-16 09:44:22 -07:00
Daniel Buckmaster
d9c731b73f Added PLC_Navigation hint for gathering navmesh polygon data. 2013-07-04 17:23:23 +10:00
Daniel Buckmaster
284d96e510 Fixed air acceleration going wild. 2013-07-03 19:07:35 +10:00
Daniel Buckmaster
1bce176705 Removed Ranges and cleaned up updateLookAnimation function. 2013-07-03 17:50:25 +10:00
Thomas Fischer
53abbe066d added checks for valid pointers after locking 2013-06-30 17:51:38 +02:00
Thomas Fischer
c6462a25b4 fixed camera code not checking for invalid/missing datablock: crashed before 2013-06-30 17:25:09 +02:00
Daniel Buckmaster
8bc72ad9f9 Fixed GroundCover placement on rotated TerrainBlocks. 2013-06-13 10:15:48 +10:00
Brian Roberts
2c6a98cb89 Resolution for ap-hang with high-frequency weaponstate changes (IE: AI non-tick descision forks). see also: http://www.garagegames.com/community/forums/viewthread/134036 2013-06-09 20:27:57 -05:00
Lorne McIntosh
f535147038 Clean up SFXSources in Player class
mMoveBubbleSound and mWaterBreathSound were not being deleted properly
2013-05-26 22:53:48 -06:00
Lukas Joergensen
eacbb47681 Removed indentation fixes. 2013-05-15 21:24:57 +02:00
Lukas Joergensen
9bdeabf22c Now projectiles wont explode before they have been armed. Results in projectiles being able to collide with several objects before exploding. 2013-05-15 21:13:52 +02:00
Daniel Buckmaster
36da869187 No longer require ClientMissionCleanup to be present to add particle emitters. 2013-05-14 21:01:52 +10:00
David Wyand
2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike
134042e268 Merge pull request #334 from kyrahabattoir/guiViewObject
GuiObjectView TorqueScript setRotation method
2013-04-17 19:53:36 -07:00
SilentMike
57d92d522e Merge pull request #332 from tdev/beamng
some small patches
2013-04-17 16:48:10 -07:00
SilentMike
6300fa611f Merge pull request #144 from eightyeight/ground-cover-lod
GroundCover fading when zoomed in
2013-04-17 15:03:49 -07:00
Kyrah Abattoir
7f717e08ce guiObjectView.setCameraRotation()
Exposed setCameraRotation to TorqueScript.
2013-04-15 20:43:05 +03:00