Commit graph

40 commits

Author SHA1 Message Date
James Urquhart 212ac36cc1 Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
James Urquhart e6159a590a Add basic support for showing openvr controllers and tracked objects 2016-09-11 22:42:42 +01:00
James Urquhart ba91478fad Baseline working openvr code 2016-09-11 22:42:42 +01:00
Duion 0336a681ab fixes footsteps missing when no impactSoundId
fix  for this issue https://github.com/GarageGames/Torque3D/issues/1709
2016-07-31 20:15:46 +02:00
OTHGMars 037ee82982 Player Mounting
Removes the z axis rotation for consistency with other mounted object types.
2016-06-17 10:36:35 -05:00
Anis 1286a517d5 Merge pull request #1497 from Azaezel/soundEnumExtendability
footstep and impact enum extension support
2016-02-27 01:10:23 +01:00
Anis A. Hireche f701228a37 Steve Acaster's Ai Poses 2016-02-26 15:53:20 +01:00
RoundedIcon 7924f056bd Fix for collision issues with scaled players
Players scaled after their creation have collision issues with terrain.
Changing this bit of code fixes those issues for downsized players, even
when shrunk to 10% of their original size.
2016-02-01 16:58:39 -07:00
Azaezel c60be9a17e suggested revisions 2016-01-13 15:08:21 -06:00
Azaezel 62506214d0 footstep and impact enum extension support
Removes hardcoded case statements in favor of an offset-driven approach.
2016-01-11 22:23:13 -06:00
Areloch 11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
James Urquhart 3a457749ec Oculus VR DK2 Support
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
Daniel Buckmaster 84e8cbb4ee Revert recent style cleanup changes. 2015-03-04 11:58:36 +11:00
Daniel Buckmaster 33fcc59543 Merge remote-tracking branch 'origin/style-cleanup' into development
Conflicts:
	Engine/source/T3D/tsStatic.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/tsMesh.cpp
	Engine/source/ts/tsShape.cpp
2015-03-01 22:30:22 +11:00
Azaezel dbd8c6b37b Player Networking DIVNULL error correction
With Permission from Jeff Faust.

   // AFX CODE BLOCK (bug-fix) <<
   // avoids a divide-by-zero when maxEnergy is set to zero.
2014-12-22 18:08:05 -06:00
Daniel Buckmaster 33ff180593 Merge branch 'development' into style-cleanup
Conflicts:
	Engine/source/console/astNodes.cpp
	Engine/source/console/codeBlock.cpp
	Engine/source/console/compiledEval.cpp
	Engine/source/ts/collada/colladaAppMesh.cpp
	Engine/source/ts/tsShape.cpp
	Engine/source/ts/tsShapeConstruct.cpp
2014-12-15 12:15:55 +11:00
Areloch fd186204a2 Fizes #945 2014-12-13 03:11:11 -06:00
Daniel Buckmaster a87a891cfc Prevent crash when loading Player with no shape. 2014-10-31 10:04:32 +11:00
Daniel Buckmaster fd3d44c755 Removed annoying warning. 2014-09-15 07:30:51 +10:00
Daniel Buckmaster 3f687d8f43 Make use of PlayerData::swimForce 2014-07-01 18:14:08 +02:00
bank f3fc84738b Use fixed buffer size var when allocating return buffer from console.
Conflicts:
	Engine/source/T3D/missionArea.cpp
	Engine/source/gui/editor/guiDebugger.cpp
2014-06-11 13:09:55 +04:00
Thomas Fischer cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
bank 69dbaf5b85 Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape 2014-05-13 14:08:42 +04:00
bank a7756b5591 Renamed local variable so it doesn't interfere with the provided argument.
String errorStr should be filled in only when ::preload returns false.
2014-05-06 15:35:52 +04:00
bank 9f2d44966e Fix: Some compilers do not auto-cast String and Path classes to (char *). 2014-05-06 12:40:43 +04:00
bank b2e6895554 Fix: preload() method on datablocks should always set errorStr when returning false.
Otherwise it will dump the previous error message (content of the errorStr).
2014-05-06 12:40:40 +04:00
Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts:
	Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
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
SilentMike 0e1ed4683b Merge pull request #490 from Azaezel/buoyancy
Buoyancy
2013-10-27 13:48:09 -07:00
SilentMike 5ca66697b1 Merge pull request #427 from eightyeight/arm-range-fix
Arm range fix
2013-10-21 10:19:51 -07:00
Azaezel 6879f1b328 re-enables boyancy as per: http://www.garagegames.com/community/blogs/view/22403#comments 2013-10-03 04:35:42 -05:00
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
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
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
David Wyand 2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
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
thecelloman b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
DavidWyand-GG 88bb577c82 Fix for Issue #128 for Player First Person Shadow
IMPROVEMENT: By default we stop rendering all Player shadows when in
first person and 'renderFirstPerson' is disabled.  Added flag
'firstPersonShadows' to disable this behavior.
2012-11-08 16:37:11 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00