- ShapeBaseData has two new properties. cameraCanBank indicates that
the game object may bank its eye/camera, if supported by the object.
mountedImagesBank indicates that mounted images should bank with the
eye/camera in first person view. Both default to false.
- Player supports 1st person eye and 3rd person camera banking when
making use of the new ExtendedMove class.
- Camera class supports banking when making use of the new ExtendedMove
class.
- GameConnection now has an idea of a control scheme. This determines
how game objects should respond to input events. A control scheme may
be set by either the server or client. Current control schemes are:
-- Absolute rotation (likely though the ExtendedMove class)
-- Add relative yaw (from mouse or gamepad) to absolute rotation.
-- Add relative pitch (from mouse or gamepad) to absolute rotation.
- Player class supports the new control schemes when using the
ExtendedMove class.
- Camera class supports the new control scheme when using the
ExtendedMove class.
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
- Support for three positions and rotations.
- Increased the number of bits used to network rotations.
- New Euler based rotation support, in addition to the existing
quaternion support.
Not all platforms currently support the PVI_NumAdapters query from
PlatformVideoInfo. This fix puts in the assumption that there is always
1 adapter if the PVI_NumAdapaters query returns false. This was the
behaviour prior to PVI_NumAdapters being put in place.
The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one. Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.
The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager. These methods
have been exposed to the Canvas.
- Be sure to delete all prefs.cs files following this change.
- Changes the console types of the missing, unavailable and warning
texture paths. The old type was causing string corruption when saving
preferences.
- Changes the console type of the TSShapeConstructor collision shapes.
The old type was causing string corruption when saving preferences.
- Changed missing texture reference in ProcessedMaterial from String to
const char*.
This removes a duplicate and erroneous attempt to load the customProfiles.cs script. Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs
This prevents the "cannot find material X" messages in the console. These psuedo materials are what enables footstep sounds and footpuffs on terrain materials.
This reduces duplication by grouping assets used by multiple weapons in one location: shared.
This reduces duplication and cleans particle fx that was spread across multiple files. We now have rocketfx.cs and grenadefx.cs
This also fixes some minor particle fx console warnings/errors.
Fixed missing material for Cheetah Turret.