Robert Pierce
44b5b85b2c
Update pxMultiActor.cpp
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Fixed PhysX compile issue on VS2010 ("'FS' : is not a class or namespace name")
In reference to http://www.garagegames.com/community/forums/viewthread/135499
2013-11-01 11:36:26 -04:00
SilentMike
fd0f4634fe
Merge pull request #511 from thecelloman/triggerfix-issue#510
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Making vector order consistent.
2013-10-27 21:16:22 -07:00
thecelloman
3d153e5fdc
Making vector order consistent.
2013-10-28 00:13:14 -04:00
thecelloman
24f951ed34
Removing a duplicate CorrectMuzzleVector initPersistFields() entry.
2013-10-28 00:00:46 -04:00
thecelloman
4e65e1014b
Initialize mCameraRotation to (0, 0, 0).
2013-10-27 23:46:06 -04:00
SilentMike
0e1ed4683b
Merge pull request #490 from Azaezel/buoyancy
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Buoyancy
2013-10-27 13:48:09 -07:00
SilentMike
5ca66697b1
Merge pull request #427 from eightyeight/arm-range-fix
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Arm range fix
2013-10-21 10:19:51 -07:00
SilentMike
e97aaec302
Merge pull request #492 from Azaezel/393B
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Fix for issue #393
2013-10-21 10:04:59 -07:00
SilentMike
8d2fcf2456
Merge pull request #384 from eightyeight/dont-stress-clientmissioncleanup
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Don't require ClientMissionCleanup to exist
2013-10-15 11:32:12 -07:00
SilentMike
b1f4c4a24d
Merge pull request #478 from eightyeight/guishapenamehud-fill
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Make GuiShapeNameHud frame and fill rendering useful
2013-10-15 10:39:04 -07:00
Daniel Buckmaster
c1d79f1488
Added padding to GuiShapeNameHud labels.
2013-10-14 23:06:14 +11:00
Daniel Buckmaster
4d3851c3cb
Reinstate entire-control fill and frame.
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The settings for fill and frame around names are now called labelFill and labelFrame.
2013-10-14 12:59:48 +11:00
SilentMike
d6146e968a
Merge pull request #470 from TarasPodoroga/development
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RenderMeshExample won't render transparent materials properly
2013-10-09 13:22:30 -07:00
SilentMike
2ac675000f
Merge pull request #449 from Phantom139/uuidreplacement
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UUID Replacement
2013-10-09 12:31:47 -07:00
DavidWyand-GG
d095576a25
Change default damage and white flash
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Change both the damage flash and white out values to return 0 by
default. This prevents a damage flash or white out from displaying for
GameBase derived classes that don't override these methods. From
https://github.com/GarageGames/Torque3D/issues/395
2013-10-08 18:21:05 -04:00
DavidWyand-GG
edaecf0a5b
Mounted image weapon light fix
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Fix for mounted image lights beyond the first weapon light. Before this
fix all mounted images that have lights would not function if mounted to
a slot after a mounted image that uses a weapon light.
2013-10-05 02:23:58 -04:00
Azaezel
fed7966dda
fix for issue #393
2013-10-03 14:33:45 -05:00
Azaezel
6879f1b328
re-enables boyancy as per: http://www.garagegames.com/community/blogs/view/22403#comments
2013-10-03 04:35:42 -05:00
Daniel Buckmaster
d80679fbf8
GuiShapeNameHud frame and fill rendering is now useful.
2013-09-05 19:02:42 +10:00
thecelloman
278b4c9977
Fixes a mismatched variable name introduced in pr#460
2013-09-04 14:28:55 -04:00
Taras Podoroga
b0974e6647
RenderMeshExample won't render transparent materials properly, this commit will fix it.
2013-08-21 23:57:55 +03:00
SilentMike
f6efe41728
Merge pull request #460 from Azaezel/Particles
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Particles
2013-08-19 08:22:04 -07:00
SilentMike
77bd934167
Merge pull request #424 from tdev/lock-checking
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Added checks for valid pointers after locking
2013-08-11 22:14:16 -07:00
SilentMike
cec14272b6
Merge pull request #420 from tdev/camera-datablock-fixes
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fixed camera code not checking for invalid/missing datablock
2013-08-11 22:10:53 -07:00
Brian Roberts
0c88a12b83
adds an ejectionOffsetVariance entry to particle emitters, which adds a buffer zone to ejectionOffsets (IE: let's us make rings, and the like.)
2013-08-06 13:36:17 -05:00
SilentMike
3e3006024c
Merge pull request #452 from eightyeight/expose-blowup
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Expose ShapeBase blowUp method
2013-08-04 21:50:40 -07:00
SilentMike
40b29c994d
Merge pull request #387 from lukaspj/Projectile-Explosion-Change
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Let projectiles collide with objects without being armed.
2013-08-04 21:44:42 -07:00
Daniel Buckmaster
ce73a6b11a
Exposed blowUp method to console.
2013-08-02 19:00:28 +10:00
Robert Fritzen
171a24459f
Remove namespace from header
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Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
2013-07-28 12:55:52 -05:00
SilentMike
e507086961
Merge pull request #432 from eightyeight/recast-pull-plc_navigation
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Recast part 2: PLC_Navigation
2013-07-22 11:33:22 -07:00
SilentMike
67a003bcad
Merge pull request #429 from eightyeight/air-control-limit
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Air control speed limit
2013-07-16 09:44:22 -07:00
Daniel Buckmaster
d9c731b73f
Added PLC_Navigation hint for gathering navmesh polygon data.
2013-07-04 17:23:23 +10:00
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
Thomas Fischer
53abbe066d
added checks for valid pointers after locking
2013-06-30 17:51:38 +02:00
Thomas Fischer
c6462a25b4
fixed camera code not checking for invalid/missing datablock: crashed before
2013-06-30 17:25:09 +02:00
Daniel Buckmaster
8bc72ad9f9
Fixed GroundCover placement on rotated TerrainBlocks.
2013-06-13 10:15:48 +10:00
Brian Roberts
2c6a98cb89
Resolution for ap-hang with high-frequency weaponstate changes (IE: AI non-tick descision forks). see also: http://www.garagegames.com/community/forums/viewthread/134036
2013-06-09 20:27:57 -05:00
Lorne McIntosh
f535147038
Clean up SFXSources in Player class
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mMoveBubbleSound and mWaterBreathSound were not being deleted properly
2013-05-26 22:53:48 -06:00
Lukas Joergensen
eacbb47681
Removed indentation fixes.
2013-05-15 21:24:57 +02:00
Lukas Joergensen
9bdeabf22c
Now projectiles wont explode before they have been armed. Results in projectiles being able to collide with several objects before exploding.
2013-05-15 21:13:52 +02:00
Daniel Buckmaster
36da869187
No longer require ClientMissionCleanup to be present to add particle emitters.
2013-05-14 21:01:52 +10:00
David Wyand
2dcc7f0247
Merge pull request #310 from thecelloman/goodbyeDIF
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Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
SilentMike
134042e268
Merge pull request #334 from kyrahabattoir/guiViewObject
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GuiObjectView TorqueScript setRotation method
2013-04-17 19:53:36 -07:00
SilentMike
57d92d522e
Merge pull request #332 from tdev/beamng
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some small patches
2013-04-17 16:48:10 -07:00
SilentMike
6300fa611f
Merge pull request #144 from eightyeight/ground-cover-lod
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GroundCover fading when zoomed in
2013-04-17 15:03:49 -07:00
Kyrah Abattoir
7f717e08ce
guiObjectView.setCameraRotation()
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Exposed setCameraRotation to TorqueScript.
2013-04-15 20:43:05 +03:00
Kyrah Abattoir
9205561c96
guiObjectView.setCameraRotation()
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Added a new method to set the guiObjectView camera on it's orbit in relation to the object.
2013-04-15 20:39:30 +03:00
Thomas Fischer
aece85f02a
added missing initialization and set pointer to NULL after deletion
2013-04-15 18:54:34 +02:00
DavidWyand-GG
660250cccf
Game cam and eye banking, control schemes
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- 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