Areloch
2fe9a8f2aa
Merge pull request #1621 from Areloch/PolyhedronRenderFix
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Fixes the drawUtil rendering of polyhedrons
2016-05-23 00:04:27 -05:00
Areloch
8a7159c00e
Fixes the drawUtil rendering of polyhedrons by correcting the index ordering to work with triangleStrip as opposed to Fan.
2016-05-22 23:51:58 -05:00
John3
4bb63f277e
change pipe to underscore and fix prefabs assets
2016-05-21 15:10:35 -05:00
Areloch
04adb9f240
Added a small sanity check so we don't pointlessly throw an error when expanding an Entity's component stack in the scene tree.
2016-05-21 14:44:24 -05:00
Areloch
6517b86491
Editor integration for creation of entities and GameObjects.
2016-05-21 11:47:10 -05:00
John3
7ae1d3d996
Bug space folder in scene tree.
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Fix by David Robert Pemberton
https://www.garagegames.com/community/blogs/view/22295
You can see the folder "soldier actor"
<img src="http://i.imgur.com/8XSWrrF.png "/>
2016-05-20 17:04:56 -05:00
Areloch
65f51a89d8
Merge pull request #1595 from Areloch/EpoxyProjectMatrixFix
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Rolls back OGL Projection correction.
2016-05-20 00:23:45 -05:00
Areloch
acf6ddb1ce
Merge pull request #1617 from Azaezel/deferedWrapupOrder
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removes w=z trick (was causing fisheye, effectively)
2016-05-20 00:10:33 -05:00
Areloch
f54fde9c6b
Missing the preprocessor define in the project generation.
2016-05-19 23:42:38 -05:00
Areloch
de276fc8b8
Merge pull request #1586 from Areloch/NetSimNetGraph
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Expose Network Sim fields on NetGraph gui
2016-05-18 23:13:12 -05:00
Azaezel
d79b9a2988
removes w=z trick (was causing fisheye, effectively)
2016-05-18 06:38:13 -05:00
Areloch
03e6228e56
Adjusts the CMAKE install script to not install the E/C-related template files if that's not set as a flag.
2016-05-17 23:58:34 -05:00
Areloch
36bb0b3c54
Minor corrections to some component scripts to clear old references.
2016-05-17 23:57:30 -05:00
Areloch
3262c004a5
Merge pull request #1605 from Azaezel/fileFilterFix2
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corrects native file dialogue return values
2016-05-17 12:49:14 -05:00
Areloch
c0a96c908f
Adds handling for if the user cancels out of the file dialog, and adds support for proper multi-filters.
2016-05-17 12:46:39 -05:00
Areloch
6f71c67587
Merge pull request #1609 from Areloch/RotationFPR_Cleaned
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Adds the RotationF utility math class.
2016-05-16 16:05:55 -05:00
Areloch
c1f02c05e1
Adds some console methods to the non-class namespace Rotation for some convenient utility functions for dealing with rotations.
2016-05-16 16:03:24 -05:00
Areloch
8568ed19be
Merge branch 'RotationFPR_Cleaned' of https://github.com/Areloch/Torque3D into development
2016-05-16 15:49:54 -05:00
Areloch
2659908771
Merge branch 'development' of https://github.com/GarageGames/Torque3D into development
2016-05-16 15:48:17 -05:00
Areloch
15713eec05
Merge pull request #1613 from Areloch/sliperySamplerState_with_empty
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missing samplerstate configurations with empty
2016-05-16 13:26:14 -05:00
Areloch
f703a84218
Duplicates the missing samplerstate configurations in the empty template, for parity.
2016-05-16 13:21:44 -05:00
Areloch
01dbbb580d
Merge branch 'sliperySamplerState' of https://github.com/Azaezel/Torque3D into development
2016-05-16 10:59:48 -05:00
Areloch
c03615a3dd
Merge pull request #1611 from jamesu/box3f_extend_fix
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Fix axis check in Box3F::extend method
2016-05-16 09:59:15 -05:00
Areloch
6fe0b1789d
Adds some example components, game objects and the tools and scripts to utilize them.
2016-05-15 16:24:47 -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
749ac4efc2
Adds the onPostAdd callback for when objects are created via TAML.
2016-05-14 15:36:58 -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
827e70d674
Integration of Entities into the inspector/editor so they can call back into the tool scripts for custom handling.
2016-05-14 14:12:53 -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
Areloch
fa78a2f354
Adds Component, the various main component classes and their interfaces.
2016-05-14 00:00:02 -05:00
Areloch
2e339bafba
Adds the Entity object.
2016-05-13 23:58:57 -05:00
Areloch
b64123a452
Adds findContact to regular physics bodies so that they can find contacting objects and surfaces in a way similar to players.
2016-05-13 23:57:48 -05:00
Areloch
1299b527f1
Adds the ability to the ShapeAsset to get the resource of the shape.
2016-05-13 23:14:55 -05:00
James Urquhart
49a735e051
Fix axis check in Box3F::extend method
2016-05-13 12:09:40 +01:00
Areloch
58fb8d36ac
Merge branch 'RotationFPR_Cleaned' of https://github.com/Areloch/Torque3D into development
2016-05-12 23:50:00 -05:00
Areloch
1b47bdd972
Git apparently forgot to commit ALL the changes.
2016-05-12 23:49:06 -05:00
Areloch
9bc87709ab
Merge branch 'RotationFPR_Cleaned' of https://github.com/Areloch/Torque3D into development
2016-05-12 23:35:21 -05:00
Areloch
95ae0b9863
Removes the old component code and moves the IProcessInput interface file into platform/input/ directory.
2016-05-12 23:31:15 -05:00
Areloch
7c7c799b57
Merge branch 'development' of https://github.com/GarageGames/Torque3D into development
2016-05-12 22:54:43 -05:00
Areloch
5fb79c3c0f
Merge branch 'sliperySamplerState' of https://github.com/Azaezel/Torque3D into development
2016-05-12 13:36:30 -05:00
Areloch
383d27f2ec
The class is designed as a general-purpose rotation/orientation class to make it easy to work with rotations and swap between math types as easily as possible.
2016-05-12 00:45:16 -05:00
irei1as
01e3cb53de
Set textures as bitmapctrl in script
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A new method to GuiBitmapCtrl in order to set "named textures" as the image displayed in script.
Those "named textures" are created in two places from script (not c++) that I know: as part of GuiOffscreenCanvas (targetName field) and, more useful, as the target of a PostEffect using target = "#name" (the '#' is not used for this method).
2016-05-11 17:47:05 +02:00
Areloch
55694ad0b6
Merge branch 'development' of https://github.com/GarageGames/Torque3D into development
2016-05-10 13:07:19 -05:00
Areloch
a2e0b1a163
Merge pull request #1604 from Azaezel/lightAnimCleanup
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alternate to https://github.com/GarageGames/Torque3D/pull/1602
2016-05-10 11:47:25 -05:00
Areloch
987b175d3d
Merge pull request #1603 from Azaezel/notSoEmpty
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updated empty template …
2016-05-10 11:06:30 -05:00
Areloch
c5ec4414f3
Merge branch 'notSoEmpty' of https://github.com/Azaezel/Torque3D into development
2016-05-10 11:04:55 -05:00
Areloch
6f672fe21d
Merge pull request #1607 from Areloch/Camera_MatEd_Crashfix
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Select camera when in material editor crashfix.
2016-05-10 11:01:23 -05:00