Commit graph

2819 commits

Author SHA1 Message Date
aaravamudan2014
878194bc9c Merge branch 'development' of https://github.com/aaravamudan2014/Torque3D into development 2017-04-26 09:41:06 -04:00
aaravamudan2014
591ddf6ae1 Added new config file save for vehicle re-mappings
Added gui functionality for vehicle re-mapping

Update optionsDlg.cs

Fixed some coding guidelines problem

Fix some of the indentation problems (tabs replaced by spaces).
Curly bracket guidelines followed.

fixed some indentation problems

just noticed a few more indentation problem, my bad.
2017-04-26 09:40:38 -04:00
aaravamudan2014
55c12ebad9 fixed some indentation problems
just noticed a few more indentation problem, my bad.
2017-04-20 14:11:41 -07:00
aaravamudan2014
3ea47a5806 Fixed some coding guidelines problem
Fix some of the indentation problems (tabs replaced by spaces).
Curly bracket guidelines followed.
2017-04-20 09:21:39 -04:00
aaravamudan2014
a9833419bc Update optionsDlg.cs 2017-04-20 08:48:43 -04:00
aaravamudan2014
dfd5812e07 Added gui functionality for vehicle re-mapping 2017-04-17 16:11:10 -04:00
aaravamudan2014
92b169337e Added new config file save for vehicle re-mappings 2017-04-17 16:07:03 -04:00
Areloch
513789c2c7 Merge pull request #1961 from Azaezel/snapwork
[augs]Snapwork
2017-04-08 17:40:46 -05:00
Areloch
4117871bf6 Merge pull request #1963 from elfprince13/exitingTypoFix
Exiting typo fix
2017-04-08 17:31:49 -05:00
Areloch
e3b442b50c Merge pull request #1973 from Azaezel/endingEmpty
empty template is superceded by basegame + plugins.
2017-04-08 17:27:46 -05:00
Areloch
229132652e Merge pull request #1974 from Azaezel/navmeshProfiling
profiling blocks for navmesh subsystem analysis
2017-04-08 17:23:33 -05:00
Areloch
ea4115fedc Merge pull request #1968 from Areloch/FillInBaseGame
Fill in base game
2017-04-08 16:17:29 -05:00
Azaezel
d04a432f19 profiling blocks for navmesh subsystem analysis 2017-04-05 13:04:25 -05:00
Azaezel
f8f56a7b5e empty template is superceded by basegame + plugins. 2017-04-05 09:28:57 -05:00
Areloch
4d6938d0ca Merge pull request #1970 from Azaezel/soSquishy
squish update (primarily to add additional formats for later usage)
2017-04-05 09:19:30 -05:00
Azaezel
ac37547d4f squish update (primarily to add additional formats for later usage) 2017-03-30 20:44:35 -05:00
Areloch
c74242309a Additional cleanup and add-in of files that were missed. 2017-03-27 00:36:23 -05:00
Areloch
ea595143e8 Re-adds some bits from the old templates that were missed when doing the BaseGame template. 2017-03-26 17:53:01 -05:00
Thomas "elfprince13" Dickerson
eaddbd9759 typo fix 2017-03-10 20:01:56 -05:00
Thomas "elfprince13" Dickerson
f7ce30f42c Merge branch 'development' of github.com:GarageGames/Torque3D 2017-03-07 20:08:17 -05:00
Azaezel
e5a1e6a2a6 basegame script update for snapwork 2017-03-05 23:07:02 -06:00
Azaezel
397ba19805 Merge branch 'development' into snapwork 2017-03-05 22:58:29 -06:00
Areloch
9c7b5eec73 Merge pull request #1949 from Areloch/getSignedAngleFunc
Adds the getSignedAngleBetweenVectors function
2017-03-05 02:08:02 -06:00
Areloch
22fdf566fe Merge pull request #1959 from Areloch/SDLSplashScreenCleanupSanity
Does better sanity checking on cleanup for the splash screen closing in SDL
2017-03-05 02:06:22 -06:00
Areloch
48673e6b22 Merge pull request #1953 from Areloch/NewBaseGameTemplateFinal
Initial implementation of the new Base Game Template
2017-03-05 02:05:39 -06:00
Areloch
26281194d8 Added the data/shaderCache dir for procedural shader files to generate into as well. 2017-03-05 01:26:33 -06:00
Areloch
3d97684fca Fixed up the GL side, and tweaked some shader pathing to not cause issues with the new common shader placement. 2017-03-05 01:19:21 -06:00
Thomas "elfprince13" Dickerson
d3956cb532 merged numerous changes from upstream 2017-03-03 21:17:07 -05:00
Areloch
bf6add9b33 Adds the ability for modules to flag if they override existing objects during their creation. 2017-03-02 00:18:24 -06:00
Areloch
c91c900e19 Does better sanity checking on cleanup for the splash screen closing with SDL. Could erroneously get called a second time and if we'd already cleared the images and textures, it could crash.
This fixes that.
2017-03-02 00:02:28 -06:00
Areloch
cb472bd51d Tweaked the no-levels-found popup messagebox to properly call the returnTo functionality to bump back to the appropriate originator gui. 2017-03-01 00:46:39 -06:00
Areloch
bdc034f0b8 Missed adding the postFXInit call to the main.cs.in file. 2017-02-27 23:02:33 -06:00
Areloch
28ad18def9 Merge branch 'NewBaseGameTemplateFinal' of https://github.com/Areloch/Torque3D into NewBaseGameTemplateFinal 2017-02-27 22:48:02 -06:00
Areloch
e94287f1a2 Adds some basic, common materials to the editor so some starting point is always on-hand, as well as hook the BlankRoom starting editor level up to use them.
Added a check so if no levels are found from other modules, the default ui module will prompt the user to launch the editor to the base editor level and begin editing or return to main menu if tools are present, or inform them to double-check that there are modules with gameplay/levels and return them to the main menu in no tools available.

Also set it up so if the editor is launched while a mission isn't running, it'll automatically load to the base editor level and set up a default camera object. This way editing can be done even if no level is currently loaded.
2017-02-27 22:46:17 -06:00
Areloch
885bbf52e4 Corrects an issue where a change to the target template may not generate the appropriate main.cs for that template after the initial build configure. 2017-02-27 17:10:08 -06:00
Areloch
6f09e8e3e7 Move the common shader and postFX stuff to core, and moved the debug visualizers to the world editor, where they're actually used. 2017-02-27 15:29:35 -06:00
Azaezel
f1d315d51a adds an atGizmo option - for now drops a new object at a given singular mesh position. TODO: at the center of a given group. 2017-02-26 18:34:32 -06:00
Areloch
d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00
Azaezel
4b1e2816a9 console spam cleanup 2017-02-22 16:51:50 -06:00
Azaezel
1458494b2a applies mUseGroupCenter checks across the board 2017-02-22 15:49:26 -06:00
Azaezel
5e6826d9bd fixes snap-to-terrain toggle not displaying it's initially saved-off state. 2017-02-22 15:11:21 -06:00
Azaezel
ebdd441833 adds a useGroupCenter var/button to allow folks to use non-itterative snapping, and defaults it to do so (maintains prior functionality envelope) 2017-02-22 14:31:26 -06:00
Azaezel
7d2315c781 sets snap to grid to itterate through selected objects and settle them into the nearest (seected value), ie 1, 2.5, 3.33 ect. 2017-02-22 00:36:53 -06:00
Areloch
c2c34cdd5d Adds the getSignedAngleBetweenVectors function, which is like the existing getAngleBetweenVectors, but will returned a signed angle value, which helps to inform the full 360 angle, rather than the 'nearest 180'. 2017-02-19 23:00:54 -06:00
Areloch
8684cd1a65 Merge pull request #1944 from GarageGames/development
Release 3.10
2017-02-07 19:11:32 -06:00
Areloch
5c8a82180b Merge pull request #1938 from John3/add_strikeObject
added strikeObject lightning feature
2017-02-04 23:10:12 -06:00
Areloch
b6cbac0a08 Merge pull request #1942 from Areloch/forestEditingFixes
Fixes some issues with forest editor.
2017-02-04 22:50:09 -06:00
Areloch
2db03e47e9 Fixes a crash when you try to delete things without being in selection mode in the forest editor. Adds a sanity check that everything is properly set up before attempting the delete action.
Also adds a fix to the mesh item tab in the forest editor to correct odd selection behavior that could erroneously cause selection of two items in the list when you only clicked one.
2017-02-04 22:45:49 -06:00
Johxz
84f610f2f2 fix tabs vs space, fix net strikepoints 2017-02-03 18:23:34 -06:00
Areloch
3717e3b670 Merge pull request #1937 from John3/fixLightningWarningFlashes
fix warningFlashes() of lightning class
2017-01-31 20:02:17 -06:00