DavidWyand-GG
3be3cc6589
Fix GroundCover banking with camera
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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
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- 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
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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
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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
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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
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Buoyancy
2013-10-27 13:48:09 -07:00
SilentMike
5ca66697b1
Merge pull request #427 from eightyeight/arm-range-fix
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Arm range fix
2013-10-21 10:19:51 -07:00
SilentMike
e97aaec302
Merge pull request #492 from Azaezel/393B
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Fix for issue #393
2013-10-21 10:04:59 -07:00
SilentMike
8d2fcf2456
Merge pull request #384 from eightyeight/dont-stress-clientmissioncleanup
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Don't require ClientMissionCleanup to exist
2013-10-15 11:32:12 -07:00
SilentMike
b1f4c4a24d
Merge pull request #478 from eightyeight/guishapenamehud-fill
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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.
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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
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RenderMeshExample won't render transparent materials properly
2013-10-09 13:22:30 -07:00
SilentMike
2ac675000f
Merge pull request #449 from Phantom139/uuidreplacement
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UUID Replacement
2013-10-09 12:31:47 -07:00
DavidWyand-GG
d095576a25
Change default damage and white flash
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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
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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
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Particles
2013-08-19 08:22:04 -07:00
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
SilentMike
cec14272b6
Merge pull request #420 from tdev/camera-datablock-fixes
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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
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Expose ShapeBase blowUp method
2013-08-04 21:50:40 -07:00
SilentMike
40b29c994d
Merge pull request #387 from lukaspj/Projectile-Explosion-Change
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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
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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
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Recast part 2: PLC_Navigation
2013-07-22 11:33:22 -07:00
SilentMike
67a003bcad
Merge pull request #429 from eightyeight/air-control-limit
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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
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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
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Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike
134042e268
Merge pull request #334 from kyrahabattoir/guiViewObject
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GuiObjectView TorqueScript setRotation method
2013-04-17 19:53:36 -07:00
SilentMike
57d92d522e
Merge pull request #332 from tdev/beamng
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some small patches
2013-04-17 16:48:10 -07:00
SilentMike
6300fa611f
Merge pull request #144 from eightyeight/ground-cover-lod
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GroundCover fading when zoomed in
2013-04-17 15:03:49 -07:00
Kyrah Abattoir
7f717e08ce
guiObjectView.setCameraRotation()
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Exposed setCameraRotation to TorqueScript.
2013-04-15 20:43:05 +03:00