Commit graph

498 commits

Author SHA1 Message Date
DavidWyand-GG 5f6d189d4e Revert trigger polyhedron change
Reverts the change made in
https://github.com/GarageGames/Torque3D/pull/511.  See
http://www.garagegames.com/community/forums/viewthread/136033 for the
discussion.
2014-02-14 00:27:29 -05:00
David Wyand 65099897f4 Merge pull request #539 from DavidWyand-GG/ProjectileFix
Fix for ballistic projectiles not bouncing
2013-12-02 23:16:09 -08:00
DavidWyand-GG ba81917392 Fix for ballistic projectiles not bouncing
Ballistic projectiles are no longer bouncing when they collide, assuming
they have the correct properties set.  These changes move the point that
a projectile's velocity is zeroed during a collision to fix this.
2013-11-15 18:35:39 -05:00
DavidWyand-GG d5beea41c8 Merge branch 'development' 2013-11-13 16:09:40 -05:00
David Wyand a2f57dff8f Merge pull request #537 from DavidWyand-GG/Updates
Fix for Bullet frustum reference
2013-11-13 08:48:51 -08:00
DavidWyand-GG ca57db1e23 Fix for Bullet frustum reference
Update to Bullet physics to account for latest SceneRenderState frustum
changes.
2013-11-13 11:41:22 -05:00
David Wyand 7ebbc775b9 Merge pull request #536 from DavidWyand-GG/Updates
Update version reporting to 3.5
2013-11-12 23:39:25 -08:00
DavidWyand-GG 9d136e8dd8 Update version reporting to 3.5 2013-11-13 02:32:22 -05:00
David Wyand ce97a09ca8 Update README.md
Changed version to 3.5
2013-11-13 02:15:35 -05:00
David Wyand 406334f40d Merge pull request #535 from DavidWyand-GG/Updates
Fix for simulated Oculus Rift
2013-11-12 15:52:57 -08:00
DavidWyand-GG e954906533 Fix for simulated Oculus Rift
The chromatic aberration correction for the simulated Oculus Rift was
wrong, producing a black screen.
2013-11-12 18:49:21 -05:00
David Wyand fd650c4c7a Merge pull request #534 from DavidWyand-GG/Updates
Support graphic cards with 2GB+ VRAM
2013-11-11 22:06:06 -08:00
DavidWyand-GG d100bd918e Support graphic cards with 2GB+ VRAM
- Fix for issue https://github.com/GarageGames/Torque3D/issues/226
- Also extended the card profile reporting to the console to include the
graphic card's VRAM.
2013-11-12 01:02:15 -05:00
David Wyand b622cba3e1 Merge pull request #533 from DavidWyand-GG/Updates
Fix for ArrayObject sorting
2013-11-11 15:57:52 -08:00
DavidWyand-GG 4717f22916 Fix for ArrayObject sorting
- This is a fix for issue
https://github.com/GarageGames/Torque3D/issues/228
- This fixes sortna() and sortnd() as outlined in the issue.
- This also fixes sortnka() and sortnkd(), as well as the sorting method
that take a console function as a parameter.
2013-11-11 18:51:53 -05:00
David Wyand ef118b883b Merge pull request #531 from eightyeight/navpath-findnearestpoly-check
Check whether findNearestPoly actually did find a poly
2013-11-11 14:15:50 -08:00
David Wyand a959b0f800 Merge pull request #532 from DavidWyand-GG/OculusRiftUpdate2
Fix GroundCover banking with camera
2013-11-11 12:27:25 -08:00
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
Daniel Buckmaster 7556f29c09 Check whether findNearestPoly actually did find a poly. 2013-11-09 12:14:30 +11:00
David Wyand ea2592a83d Merge pull request #529 from DavidWyand-GG/Updates
ITickable supports object deletion
2013-11-08 14:41:24 -08:00
DavidWyand-GG 7d6df96d65 ITickable supports object deletion
This is a reworking of https://github.com/GarageGames/Torque3D/pull/436
to support object deletion of processTick() and advanceTime().
2013-11-08 17:31:52 -05:00
David Wyand 8c98aad0b3 Merge pull request #528 from DavidWyand-GG/OculusRiftUpdate2
SceneCullingState with culling and camera frustum
2013-11-07 13:27:50 -08:00
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
David Wyand 9af13248cf Merge pull request #526 from DavidWyand-GG/Updates
Fix for RectF::intersectTriangle()
2013-11-06 11:19:21 -08:00
DavidWyand-GG fc51f9767a Fix for RectF::intersectTriangle()
Reported in this issue:
https://github.com/GarageGames/Torque3D/issues/512
2013-11-06 14:17:44 -05:00
David Wyand 425a37bf70 Merge pull request #524 from DavidWyand-GG/Updates
Fix for DTS Vertex Paint and 2nd UV with LODs
2013-11-05 13:55:41 -08:00
DavidWyand-GG 7e4cbc56f5 Fix for DTS Vertex Paint and 2nd UV with LODs
Fix game from https://github.com/GarageGames/Torque3D/issues/230
2013-11-05 16:50:25 -05:00
David Wyand b28782dfaa Merge pull request #523 from DavidWyand-GG/Updates
Fix TSMesh::castRay() and small collision mesh
2013-11-05 12:42:58 -08:00
DavidWyand-GG 1923838f63 Fix TSMesh::castRay() and small collision mesh
This is the fix outlined in
https://github.com/GarageGames/Torque3D/issues/485
2013-11-05 15:40:48 -05:00
David Wyand 81627c7103 Merge pull request #522 from DavidWyand-GG/Updates
Revert Player Buoyancy Change
2013-11-05 12:02:48 -08:00
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
David Wyand c09b2408e3 Merge pull request #518 from robertsim007/patch-1
Update pxMultiActor.cpp (fixed)
2013-11-04 22:24:40 -08:00
David Wyand af286a33b5 Merge pull request #521 from DavidWyand-GG/CausticsFix
Underwater Fixes
2013-11-04 15:45:39 -08:00
DavidWyand-GG 3baf6d83c4 Underwater Fixes
- Caustics now respects the passed in water plane rather than assume
that the water plane is on the XY plane.  This allows for caustics to
work for steep rivers.
- Fixed lerp() warning in underwaterFogP.hlsl.
- Cleaned up turbulence and caustics PostEffect scripts to remove unused
items.
- Caustics are now enabled and disabled based on the control object
being underwater, just like turbulence.  Moved this code to fog.cs to be
with the underwater postFX.
2013-11-04 18:41:31 -05:00
David Wyand edbd334ed3 Merge pull request #520 from DavidWyand-GG/CausticsFix
Default value for WaterFogData plane distance
2013-11-04 10:26:36 -08:00
DavidWyand-GG 55c91d29aa Default value for WaterFogData plane distance
Set the default WaterFogData plane distance to be the same as global
bounds.  This solves an issue with the connection's control object
mistakenly thinking it is under a water plane in a debug build.
2013-11-04 13:24:16 -05:00
David Wyand d0c476638a Merge pull request #519 from DavidWyand-GG/OculusRiftUpdate2
Turbulence respects viewport and projection offset
2013-11-01 13:26:05 -07:00
DavidWyand-GG 2077632a92 Turbulence respects side-by-side rendering
- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders.  This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
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
David Wyand b1b7a66d5b Merge pull request #516 from DavidWyand-GG/OculusRiftUpdate2
Update ReflectionManager on Scene Field Change
2013-10-31 14:09:52 -07:00
DavidWyand-GG 39ab93636c Update ReflectionManager on Scene Field Change
During side-by-side rendering the refraction texture needs to be updated
for both the left and right fields.  These changes add a new GFXDevice
event type to track when a field is about to be rendered.  The
ReflectionManager listens to this new event and ensures that the
refraction texture will be updated if it is referenced by a material.
2013-10-31 16:54:22 -04:00
David Wyand 49b15cc055 Merge pull request #501 from DavidWyand-GG/MaskNodeHandsOff
Changes for MaskNodeHandsOff
2013-10-30 21:51:38 -07:00
David Wyand b0d54ef2ca Merge pull request #515 from DavidWyand-GG/BlinnPhong
Blinn-Phong Specular Changes
2013-10-30 21:48:18 -07:00
DavidWyand-GG 17113d3ba5 Blinn-Phong Specular Changes
Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -04:00
SilentMike f5246bb809 Merge pull request #513 from thecelloman/managedParticle-location-fix
Managed Particle Location Fix
2013-10-28 11:29:22 -07:00
thecelloman 7b77b4a377 Fixes the filepath for the managed ParticleFX data that onServerCreated() looks for. 2013-10-28 14:23:05 -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
SilentMike 94ddf4cd3a Merge pull request #509 from thecelloman/correctMuzzleVector-duplicate-entry-removal
Removing a duplicate CorrectMuzzleVector initPersistFields() entry.
2013-10-27 21:03:54 -07:00
thecelloman 24f951ed34 Removing a duplicate CorrectMuzzleVector initPersistFields() entry. 2013-10-28 00:00:46 -04:00