Commit graph

156 commits

Author SHA1 Message Date
SilentMike 51204ee826 Merge pull request #447 from Bloodknight/BKS_BigBrush
Increase terrain editing and painting brush max sizes
2013-08-07 12:03:27 -07:00
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
Bloodknight 3d38dc60eb Increase terrain editor and painter max brush size to 256 x 256 2013-07-28 02:26:29 +01:00
SilentMike c75d6feb20 Merge pull request #422 from tdev/rift-update
compile fix for rift sdk ver 0.2.2
2013-07-25 09:45:54 -07:00
SilentMike afc40ae714 Merge pull request #433 from eightyeight/recast-pull-navigation
Recast part 3: wrapper classes
2013-07-22 11:33:47 -07:00
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
SilentMike 880f37900b Merge pull request #407 from eightyeight/terrain-update-trigger
Trigger a terrain signal when its transform is changed
2013-07-15 10:23:27 -07:00
SilentMike dd8730c85d Merge pull request #406 from eightyeight/ground-cover-terrain-rotation
Fixed GroundCover placement on rotated TerrainBlocks
2013-07-15 09:47:43 -07:00
SilentMike 313f3a1704 Merge pull request #364 from keiouu/bug/fmod-lowmem-reverb-44409
Allow T3D to compile against the latest version of FMod
2013-07-15 09:41:10 -07:00
Daniel Buckmaster df2abed2c4 Added navmesh wrapper code and module. 2013-07-04 17:27:48 +10:00
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
Thomas Fischer d45618936c compile fix for rift sdk ver 0.2.2 2013-06-30 17:43:51 +02:00
Daniel Buckmaster e63e5d69f0 Trigger a terrain signal when its transform is changed. 2013-06-13 10:31:45 +10:00
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
SilentMike a8543a3998 Merge pull request #394 from lornemcintosh/development
Clean up SFXSources in Player class
2013-06-02 12:12:05 -07:00
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
Lukas Joergensen c0e4f4574e Changed mASin to mSin in mEaseOutElastic 2013-05-15 20:54:40 +02:00
DavidWyand-GG e4df92a7bc Theora texture for cloned material fix
When a TSShapeInstance makes a copy of its own materials through
cloneMaterialList() (such as done with client side ShapeBase objects),
the reference to a named diffuse render target was being lost.  This
affected using a TheoraTextureObject on a ShapeBase derived object
(StaticShape, etc.).
2013-05-13 16:49:12 -04:00
DavidWyand-GG c5c08e72d2 Changes to have Linux dedicated compiling again 2013-05-08 06:55:51 +00:00
Skylar Kelty c62b05fc95 Allow T3D to compile against the latest version of FMod. LowMem Software Reverb has been removed as of FMOD Ex 44409 2013-04-30 18:52:18 +01:00
SilentMike ca2c143feb Merge pull request #363 from thecelloman/productstring
Fill in missing case for getEngineProductString switch block.
2013-04-30 09:57:09 -07:00
thecelloman da0db2a382 Fill in missing case for getEngineProductString switch block. 2013-04-29 20:59:34 -04:00
David Wyand c7b22784da Merge pull request #355 from DavidWyand-GG/TheoraTextureObject
TheoraTextureObject
2013-04-23 08:26:01 -07:00
DavidWyand-GG 30144a9f98 TheoraTextureObject
Places a theora video onto a named texture surface that may be used by
any material.  Allows for the video to play, pause, stop, loop, and for
the source video to be changed at any time.

Based on this resource:
http://www.garagegames.com/community/resources/view/21019
2013-04-23 11:24:05 -04:00
thecelloman f9d52147ac Version number change.
Also adds console functions to get the user's application version.
2013-04-23 23:09:21 -04:00
DavidWyand-GG 78242191ec ScatterSky source line endings fix 2013-04-23 10:39:03 -04:00
Ron Kapaun 808f1a5beb Scatter Sky Community Fixes
Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
David Wyand 2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike 20b8294282 Merge pull request #287 from xoltan/terrainmacro
Terrain Macro Texture
2013-04-18 08:50:06 -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 38a1eca0be Merge pull request #241 from just-bank/engine-api-fixes
Engine API fixes
2013-04-17 15:19:57 -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
Kyrah Abattoir 9205561c96 guiObjectView.setCameraRotation()
Added a new method to set the guiObjectView camera on it's orbit in relation to the object.
2013-04-15 20:39:30 +03:00
Thomas Fischer ffc1ee829b moved filesystem init further up, to be able to log errors earlier 2013-04-15 18:58:29 +02:00
Thomas Fischer aece85f02a added missing initialization and set pointer to NULL after deletion 2013-04-15 18:54:34 +02:00
SilentMike a9643a448d Merge pull request #327 from thecelloman/smoothslope
Add a new Terrain brush action:  Smooth Slope.
2013-04-10 14:47:09 -07:00
thecelloman 8eb0e98f86 Add a new Terrain brush action: Smooth Slope.
This smoothes the terrain using a linear regression algorithm.  Exists alongside the oldstyle height averaging action -- options are good!
2013-04-10 08:44:22 -04:00
DavidWyand-GG de7a72d82a Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
DavidWyand-GG 660250cccf Game cam and eye banking, control schemes
- 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.
2013-04-09 16:14:19 -04:00
DavidWyand-GG b32e7688c2 Side by side rendering
- 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.
2013-04-09 15:19:18 -04:00
DavidWyand-GG f1099cba68 ExtendedMove changes
- 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.
2013-04-09 13:30:25 -04:00