Lukas Aldershaab
c999baf7ed
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
2020-10-03 14:37:55 +02:00
Areloch
9b907e77ee
Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX
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Takes the makeFullPath in findTSShapeConstructor and turn it into a string before passing it along to the Filename to make stricter compilers happy
Removed some referenced to fields that don't exist in the current build
Removed unneeded ASM language activation for the cmake files
Adjustments to material map assembling macros to better comply to stricter compilers
2020-05-13 02:10:11 -05:00
AzaezelX
fabd5864fa
uninitialized variables-t3d
2020-05-11 15:30:21 -05:00
Areloch
954743f55c
Merge branch 'alpha40_pathshape' of https://github.com/Azaezel/Torque3D into Preview4_0
2020-03-03 10:47:49 -06:00
AzaezelX
c082f13b71
missing extract bit
2020-01-12 00:40:00 -06:00
AzaezelX
f7f8faf47e
truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden.
2020-01-11 23:58:30 -06:00
Areloch
66cc6fb9d1
Removes current implement of shadow caching
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Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
Areloch
6cf0c9e360
Merge branch 'development' into EngineAPI-Refactor
2018-12-09 14:48:50 -06:00
Lukas Joergensen
7d91d0a577
Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic
2018-04-20 22:09:58 +02:00
Lukas Joergensen
0fff33869c
Eliminate unnecessary uses of ConsoleMethod
2018-04-17 22:36:32 +02:00
Lukas Joergensen
2bbc716db6
Eliminate unnecessary uses of ConsoleFunction
2018-04-17 21:41:29 +02:00
Lukas Joergensen
e718841467
Eliminate DefineConsoleFunction
2018-04-17 20:54:08 +02:00
Azaezel
f068664742
gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning.
2018-03-28 23:41:47 -05:00
Azaezel
248c5e9e69
shadowvar cleanup
2018-03-15 21:41:17 -05:00
Azaezel
386efa0602
netObject classvar cleanups
2018-03-13 21:27:31 -05:00
Bloodknight
20eefee3cd
Merge branch 'development' into issue_2115
2018-02-05 15:59:33 +00:00
Marc Chapman
b8f722e2f9
Phase 2: #ifdef for Zodiacs and particles
2018-01-23 22:03:18 +00:00
Marc Chapman
0c65f9ee8e
Phase 1: Add a #define test
2018-01-23 20:24:35 +00:00
Areloch
0c21ef1b45
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Marc Chapman
8c65467697
process-order -- code to help positioning of objects in the process lists.
2017-07-27 00:21:47 +01:00
Marc Chapman
5a1405d4bb
packet-size-checking -- Methods for querying packet-size settings. Used for detecting when spells or effects overrun the packet buffer from networked dynamic field usage.
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scope-tracking -- changes related to the tracking of AFX constraint objects as they move in and out of scope.
2017-07-27 00:09:36 +01:00
Marc Chapman
fcce9be33c
obj-select -- object selection functionality
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is-camera -- Adds a test for determining if object is a camera.
cam-speed -- added method for getting the camera movement speed.
zoned-in -- connection is flagged as "zoned-in" when client is fully connected and user can interact with it.
2017-07-26 23:59:44 +01:00
Marc Chapman
64d1b06866
db-cache -- implementation of datablock caching system.
2017-07-26 23:41:57 +01:00
Marc Chapman
f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
2017-07-26 21:10:43 +01:00
Areloch
e8aff85322
Merge pull request #1808 from Azaezel/consistentCallbacks1
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clang: consistent callbacks
2016-10-24 01:25:09 -05:00
Areloch
121d65215e
Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang.
2016-10-17 01:00:12 -05:00
Azaezel
5f5466d90d
clang: consistent callbacks
2016-10-16 16:54:11 -05:00
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
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
2016-09-11 22:42:42 +01:00
James Urquhart
185fde8ea4
Fix issue with clamping the AngAxisF
2016-09-11 22:42:42 +01:00
James Urquhart
ba91478fad
Baseline working openvr code
2016-09-11 22:42:42 +01:00
Marc Chapman
5d6ab545da
Tidy up unnecessary #define
2016-07-18 21:55:22 +01:00
OTHGMars
8250e4728d
Mount Process Order Fix 1
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Added a controlling object check to GameBase::onMount() so mounted objects will process after objects controlling them.
2016-06-17 10:36:28 -05:00
Areloch
efecbca8fc
Merge pull request #1637 from pacomont/Initializing_Move_trigger
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Fix for Issue #1415Move::Move() is not properly initializing bool tri…
2016-06-08 09:24:22 -05:00
Areloch
ec8882c3c8
Ensuring all names are the correct casing for Linux
2016-05-26 01:37:14 -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
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
Francisco Montañés García
a35d788fcc
Fix for Issue #1415Move::Move() is not properly initializing bool trigger[MaxTriggerKeys];
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from https://github.com/GarageGames/Torque3D/issues/1415
2015-09-20 20:44:11 +02:00
Daniel Buckmaster
39f0e269d6
Merge pull request #1328 from GarageGames/release-3.7
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Release 3.7
2015-06-24 19:00:57 +10:00
James Urquhart
12d435c341
Remove value constructors for ConsoleValueRef & fix callbacks which use them. Fixes issue #1289
2015-05-08 09:04:04 +10:00
James Urquhart
3a457749ec
Oculus VR DK2 Support
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- 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
James Urquhart
f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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- Con::executef now uses a template
- All public execution functions now restore the console stack upon return
- Fixed bad parameters on some callbacks
- Reverts get*Arg behavior
2015-02-08 00:08:18 +00:00
Luis Anton Rebollo
6492028bb2
Merge pull request #1035 from bpay/memfixes
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Memfixes
2015-01-25 13:42:32 +01:00
LuisAntonRebollo
3336bffad2
Changes for Linux.
2015-01-19 01:44:36 +01:00
Daniel Buckmaster
ae284a89ec
Merge branch 'development' into defineconsolemethod
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Conflicts:
Engine/source/materials/materialDefinition.cpp
2014-12-26 13:22:16 +11:00
Ben Payne
d97d44f66f
Fix more misc uninitialized vars
2014-12-11 18:25:29 -05:00
Daniel Buckmaster
a928d142f7
Made some tweaks so I'm happy with it.
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* Removed #defines
* Fall back to using visible distance if ghost distance is not used
* Removed ghost distance from level files as it will default
* Renamed mConnectionVisibleDistance for consistency
2014-12-07 19:14:06 +11:00
Vincent Gee
55bdfe5dc3
This adds limiting the ghost data to a specific area around the client.
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By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding
visibleGhostDistance = "1000";
Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION
The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance
The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
2014-11-05 23:14:39 -05:00