Commit graph

635 commits

Author SHA1 Message Date
Areloch
df18fda338 Merge pull request #1631 from John3/RapidFiring_setImageTrigger
Fix for rapid firing setImageTrigger(0,1); issue #1630
2016-07-02 15:57:19 -05:00
Areloch
387e28a1e0 Merge pull request #1660 from Azaezel/knockOffKnotNetleak
suppresses a leak potentially caused by Knot::mType||Knot::mPath entr…
2016-06-27 01:17:28 -05:00
Azaezel
2723bfbc91 corrects corruption in precipitation class 2016-06-23 11:44:17 -05:00
Azaezel
a0dc2adff8 suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 2016-06-21 20:53:08 -05:00
Areloch
b7882e7280 Merge pull request #1653 from Areloch/twiLightZone
Corrects culling of point/spot lights
2016-06-21 05:10:53 -05:00
Azaezel
e0e1cbb3be force a volume refresh on levelinfo AccuTexture change 2016-06-20 17:02:34 -05:00
Azaezel
9a4acc8a46 initial assignment cleanup (also shapebase for staticShape et al) 2016-06-20 16:47:01 -05:00
Areloch
963ef1ecdb Merge pull request #1654 from Azaezel/shape_mounting
Shape mounting
2016-06-20 13:15:35 -05:00
Areloch
69244a8577 Readded some missed brackets 2016-06-20 13:14:19 -05:00
Azaezel
2237a13679 memleak fix 2016-06-19 16:59:16 -05:00
John3
9dadd28ab8 Correct Bot aim.
http://forums.torque3d.org/viewtopic.php?f=11&t=673&p=5718#p5718
2016-06-19 10:03:15 -05:00
OTHGMars
8c2d5ee82c RigidShape Mounting 2016-06-17 10:41:04 -05:00
OTHGMars
a9f77c4ffd TSStatic Mounting 2016-06-17 10:40:22 -05:00
OTHGMars
937b8830e1 Vehicle Mounting 2016-06-17 10:36:37 -05:00
OTHGMars
a27fddc29a Turret Mounting 2016-06-17 10:36:36 -05:00
OTHGMars
037ee82982 Player Mounting
Removes the z axis rotation for consistency with other mounted object types.
2016-06-17 10:36:35 -05:00
OTHGMars
a285b7b07b SpawnSphere Mounting 2016-06-17 10:36:34 -05:00
OTHGMars
3afd5461c6 Camera Mounting 2016-06-17 10:36:33 -05:00
OTHGMars
cd3b080526 Item Mounting 2016-06-17 10:36:32 -05:00
OTHGMars
c39ca2c25e StaticShape Mounting 2016-06-17 10:36:31 -05:00
OTHGMars
b5a957dfdc ShapeBase Mounting
Added mount transforms to ShapeBase
2016-06-17 10:36:30 -05:00
OTHGMars
8250e4728d Mount Process Order Fix 1
Added a controlling object check to GameBase::onMount() so mounted objects will process after objects controlling them.
2016-06-17 10:36:28 -05:00
Areloch
dfb8f4f5e5 Makes point and spot lights be correctly culled with zoning like other objects. 2016-06-17 00:47:46 -05:00
John3
66194245ff clean up energyPerDamagePoint 2016-06-15 23:00:13 -05:00
John3
060649dbad typo "tomove" to "to move" 2016-06-12 14:34:26 -05:00
Azaezel
2b57bed899 level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume.
** do note changing the value does require nudging a mesh and/or a level reload to kick in at time of writing for visual feedback.
2016-06-09 12:51:43 -05:00
Areloch
efecbca8fc Merge pull request #1637 from pacomont/Initializing_Move_trigger
Fix for Issue #1415Move::Move() is not properly initializing bool tri…
2016-06-08 09:24:22 -05:00
John3
6c73968bdc fix redundant movePtr->trigger[ i ] 2016-06-07 19:05:10 -05:00
John3
0990716b1c Merge branch 'development' of https://github.com/GarageGames/Torque3D into RapidFiring_setImageTrigger 2016-06-07 18:32:24 -05:00
Areloch
0ec9438429 The default configuration is for the asset database to automatically unload an asset when it's no longer referenced. This causes problems when we would delete objects and then go to make more instances that reference the same asset while the same mission is going.
So autounload is disabled to prevent excessive unloading of assets before the level is concluded.
2016-06-06 21:20:00 -05:00
John3
14834bde58 Fix for rapid firing setImageTrigger(0,1); issue #1630 2016-06-06 08:14:49 -05:00
Areloch
3a73344abb Resolves merging-order conflicts for the vehicle physics PR, as well as correcting cmake not blacklisting the componentGroup files if TORQUE_EXPERIMENTAL_EC was flipped off. 2016-06-05 19:17:34 -05:00
Areloch
37e030f8f4 Makes vehicles work with the physics plugins.
Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects.

Based on @rextimmy 's work.
2016-06-04 16:47:03 -05:00
Areloch
89672ea0ab Hooks the component fields back into the inspector so they are registered as proper fields of their types, as opposed to the regular string-only dynamic fields. 2016-06-02 22:40:29 -05:00
Areloch
7ea3c19017 Merge pull request #1558 from OTHGMars/Px3Crouch
Spacial update for Px3 character controller
2016-05-31 23:15:56 -05:00
Areloch
2464b620ba Fixes several minor initialization issues that were causing problems with deletion/management of components and entities.
Also makes the ThirdPersonPlayer game object editor selectable again by removing an erroneously set field.
2016-05-31 12:51:23 -05:00
Areloch
553cf260f1 Some converts of usage of Shapebase for Gamebase to make camera/control object swapping easier. 2016-05-30 03:13:19 -05:00
Areloch
18184747e3 Fixes an issue where script-based components listed in the scene tree would not have a name on their tree item. 2016-05-29 11:54:50 -05:00
Areloch
510b726f6f Final Linux compliance changes(renames, tweaks for gcc compliance, etc) 2016-05-29 00:58:02 -05:00
Areloch
86f9c6f2e7 When using bullet physics, it ensures the player does not move when the world sim is paused, as well as correcting the surface check when walking to test against the max run angle. 2016-05-27 14:32:36 -05:00
Areloch
f5e86a83b5 Other renames to ensure linux case-sensitivity compliance and casing format consistency. 2016-05-26 13:56:19 -05:00
Areloch
93e767f0c5 Additional casing fixes. 2016-05-26 01:39:06 -05:00
Areloch
ec8882c3c8 Ensuring all names are the correct casing for Linux 2016-05-26 01:37:14 -05:00
Areloch
cfd15d47e4 Correction to interpolation/warp issue caused by using the wrong variable. 2016-05-24 20:09:24 -05:00
Areloch
7bf49f0670 Adds a GameObject asset type, to make tracking and management of GameObjects significantly easier. 2016-05-15 10:12:24 -05:00
Areloch
b04ad52b5d Ensure that inclusion of any entity/component stuff is properly bracketed with the preprocessor check. 2016-05-15 10:11:46 -05:00
Areloch
6ccf97e35d Adds ComponentAsset so the editor scripts can be aware of what components have been defined/are useable. 2016-05-14 14:17:33 -05:00
Areloch
b4bc405dce Updates the include guard in ShapeAsset 2016-05-14 14:16:43 -05:00
Areloch
38c18870d3 Adjustments to allow Entities/Components to act as cameras and control objects. 2016-05-14 14:03:19 -05:00
Areloch
b3b50abd9b Integrates components into the update and render loop. 2016-05-14 12:40:13 -05:00