Commit graph

1089 commits

Author SHA1 Message Date
Daniel Buckmaster
a49c9abf41 Merge pull request #1258 from bpay/fix-bad-assert
Remove badly behaved assert
2015-07-12 16:11:48 +10:00
Daniel Buckmaster
6cbb4d5b16 Merge pull request #1344 from eightyeight/fix-wreorder
Fix -Wreorder warnings from ShapeBase
2015-07-12 15:59:31 +10:00
Azaezel
bf1449e3a7 fills in profiler timer fallback as per remmed out lines in other samples. see https://github.com/GarageGames/Torque3D/issues/1349 for report, and https://gist.github.com/Azaezel/2aafb88cf0d642418051 for result 2015-07-10 19:33:42 -05:00
Daniel Buckmaster
5caf62b19f Merge pull request #1342 from Azaezel/Offsetof
offsetof is actually a standard thing nowadays it would seem
2015-07-05 11:26:53 +10:00
Raul Ferriz
5ef130d581 Fixed some random Worder warnings 2015-07-03 15:52:38 +02:00
Azaezel
5d89ab126d offsetof is actually a standard thing nowadays it would seem 2015-07-03 02:52:08 -05:00
Raul Ferriz
7e172869a9 Fixed warning.
Sort struct initialization to match fields declaration avoids a warnings on GCC.
2015-07-02 22:06:24 +02:00
Daniel Buckmaster
6b9e5dd15e Merge pull request #1330 from jamesu/stereo_render_fix
Basic fix for stereo rendering without a display device
2015-07-02 23:45:10 +10:00
Areloch
0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
Raul Ferriz
a5d34271f2 Fixed some minor compiler warnings on Linux 2015-06-28 22:29:23 +02:00
Daniel Buckmaster
d89c3b7c6f Merge pull request #1333 from Azaezel/PluggingLeaks
Plugging Memory Leaks
2015-06-28 14:41:13 +10:00
Daniel Buckmaster
39f0e269d6 Merge pull request #1328 from GarageGames/release-3.7
Release 3.7
2015-06-24 19:00:57 +10:00
James Urquhart
a691278113 Add missing code to indicate stereo targets are available when a display device is used 2015-06-21 21:14:34 +01:00
James Urquhart
efc47ed757 Basic fix for stereo rendering without a display device 2015-06-21 20:59:41 +01:00
rextimmy
b5f8e9aa70 gfxGLDevice setShader fix. 2015-06-15 21:10:49 +10:00
Azaezel
6218d792f3 No need for server-only aps to generate visible textures. (the other had a transcription error) 2015-06-15 21:07:33 +10:00
Areloch
e18312b950 Fixed a issue with the terrain blending having hard-edges. 2015-06-08 00:11:48 -05:00
Azaezel
b1e8a45a48 leak prevention according to: https://vld.codeplex.com/ ConsoleValue() constructors and destructors to handle corner-cases not already addressed via init, and cleanup 2015-06-02 14:25:08 -05:00
Azaezel
a4c09d1680 leak prevention according to: https://vld.codeplex.com/ apparently we weren't freeing the entirety of the ProfilerData linked list when resetting the Profiler, and that was leading to a pinhole leak per profiled block 2015-06-01 23:45:49 -05:00
Areloch
d92a9841f2 Merge pull request #1299 from RichardRanft/developmentOrigin
Add static String::isEmpty(const char*) method
2015-06-01 00:38:39 -05:00
RichardRanft
6c9cff4c68 Update str.cpp
Fixed copy/paste error - now actually checks the parameter passed in....
2015-05-31 20:42:05 -07:00
LukasPJ
c5dd7230ad Fix for rendering particles to the glow buffer 2015-05-28 20:41:42 +10:00
James Urquhart
d9436e65c5 Add workaround for issue #1292 2015-05-28 20:34:10 +10:00
Areloch
4378cb181d Merge pull request #1297 from jamesu/oculus_dk2
Oculus VR DK2 Support
2015-05-27 09:29:47 -05:00
RichardRanft
38413be513 Update str.cpp
Effectively copied dStrIsEmtpy() into String::isEmpty().
2015-05-24 22:43:27 -07:00
Daniel Buckmaster
d1bcc75d5e Merge pull request #1307 from eightyeight/forestitem-default-bounds
tsForestItemData: default to no bounds instead of crazy bounds
2015-05-17 13:55:23 +10:00
James Urquhart
e5c28b4d7f Simplify buffer check when adding a registered variable 2015-05-16 14:57:40 +01:00
James Urquhart
15169eab9f Fix issue with registered variables becoming corrupted when string value was accessed. 2015-05-16 14:50:20 +01:00
Daniel Buckmaster
49d2ab8bc3 Add more info to fatal assert in SceneContainer. See #1287. 2015-05-16 22:41:20 +10:00
Daniel Buckmaster
42bd368045 Default to no bounds instead of crazy bounds. See #1287. 2015-05-16 22:32:42 +10:00
Azaezel
a879ad4dcf re-enables prior functionality allowing folks to post-editor modify terrain cached textures. 2015-05-16 16:35:47 +10:00
James Urquhart
3a218217f4 Add workaround for issue #1292 2015-05-15 12:32:00 +01:00
Areloch
b30b5d9076 Merge pull request #1229 from Azaezel/guiShapeNameHud_filterFix
stops names showing through statics
2015-05-12 15:20:56 -05:00
Daniel Buckmaster
1cb5f0f160 Fixed constructor order in ShapeBase. 2015-05-09 23:06:30 +10:00
Daniel Buckmaster
d4e5b47195 Merge branch 'linux-sound' into release-3.7 2015-05-09 15:06:30 +10:00
Daniel Buckmaster
ae4ac53592 Remove comments. 2015-05-09 15:02:41 +10:00
Levitator1
f3199b04e4 Fix for no sound output under Linux 2015-05-09 14:53:21 +10:00
Daniel Buckmaster
69f2efab8f Merge remote-tracking branch 'lukaspj/Fuzzy-texture-border-fix' into release-3.7 2015-05-09 14:29:30 +10:00
James Urquhart
2aca5f6ee7 Remove unused stereo target codepath in Oculus code 2015-05-08 11:55:54 +01:00
James Urquhart
12d435c341 Remove value constructors for ConsoleValueRef & fix callbacks which use them. Fixes issue #1289 2015-05-08 09:04:04 +10:00
RichardRanft
3ddd9b8a4c Add static String::isEmpty(const char*) method and use it to verify path for Forest::saveDataFile() is not empty. 2015-05-06 15:39:02 -07:00
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
Areloch
b3170bcddf Merge pull request #1286 from Azaezel/NoMRBit
crash out on net stream leaks.
2015-04-28 00:38:33 -05:00
Areloch
2f69ffd2d4 Fixes issue #1277
Adds the file path to the saveDataFile call (missionpath\missionname.forest as the format)

This correctly utilizes the forest object's datafile field if it's set.
If not, it will create a new forest item with the missionPath\missionName.forest convention.

This also removes the checks for the hardcoded "theForest" forest object name, so that if it is renamed for some reason, it doesn't break.

Lastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.

This has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.
2015-04-27 21:45:57 +10:00
Daniel Buckmaster
2fbf6bdb9d Removed a space. 2015-04-27 21:30:09 +10:00
Daniel Buckmaster
98fa3d02df Merge remote-tracking branch 'Azaezel/decal_rot_mangle' into development 2015-04-27 21:28:42 +10:00
Azaezel
6201e48501 crash out on net stream leaks.
causes a fatal assertion when bitstream is passed an int value it cannot transmit given the provided bit length, and reports what the value and count were, respectively
2015-04-26 20:25:40 -05:00
Azaezel
f8d41a2b96 Merge pull request #1283 from Azaezel/randiiiiiii
corrects getrandom to behave as documented.
2015-04-26 11:27:03 +10:00
Areloch
6e681dd82f Merge pull request #1239 from bpay/asan-fixes
Fix errors flagged by address sanitizer
2015-04-16 21:12:21 -05:00
Azaezel
1ce643cbc8 fix for https://github.com/GarageGames/Torque3D/issues/1262 passes along mAppliedForce found 74a05854d5/Engine/source/T3D/shapeBase.cpp (L1600) like the rest of the classes. mGravityMod left as an exercise to someoone actually working on a vehicle game at present. 2015-03-24 22:59:56 -05:00