Daniel Buckmaster
b34b1a70fa
Port file test.
2014-07-29 09:16:11 +10:00
Daniel Buckmaster
262a08b854
Remove interactive alert tests.
2014-07-18 21:59:09 +02:00
Azaezel
4f3be25699
prevents an infinite while loop by putting a cap of 4MS on occlusion queries.
2014-07-18 00:40:11 -05:00
Daniel Buckmaster
b43b6d2242
Ported basic platform types test.
2014-07-17 10:32:14 +02:00
Daniel Buckmaster
552cb87770
Ported FixedSizeDeque test.
2014-07-17 10:22:02 +02:00
Areloch
2864edf291
Fixed spacing
2014-07-15 17:52:27 -05:00
Areloch
c2da67d473
Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads.
2014-07-15 17:44:19 -05:00
Daniel Buckmaster
18c5c25297
Ported path test.
2014-07-15 23:57:02 +02:00
Daniel Buckmaster
3cdfcb19d4
Ported string tests.
2014-07-15 14:46:27 +02:00
Daniel Buckmaster
2f2d7cf388
Ported swizzle test.
2014-07-15 14:12:31 +02:00
Daniel Buckmaster
56d434132e
Added optimistic profiler test.
2014-07-15 12:44:10 +02:00
Daniel Buckmaster
21ecb6f50d
Moved component unit tests.
2014-07-15 12:31:56 +02:00
Daniel Buckmaster
ad0899ae27
Capitalisation, which actually doesn't matter.
2014-07-15 12:25:06 +02:00
Daniel Buckmaster
369cb2f694
Revert "Removed component tests as they're redundant."
...
This reverts commit f64e711f68 .
2014-07-15 12:09:47 +02:00
Daniel Buckmaster
b7c720d01d
Reverted #540
2014-07-14 15:13:30 +02:00
Daniel Buckmaster
7555f1d2cc
Merge branch 'development' into gtest-tests
2014-07-13 20:07:03 +02:00
Azaezel
e332609003
requested alterations.
...
bool AIPlayer::checkLosClear(Point3F _pos) removed as not fit for purpose at the present time. Something to revisit when I'm spread less thin, or give someone else a crack at it.
2014-07-13 12:24:17 -05:00
Daniel Buckmaster
523adea85d
Ported runtime class rep test.
2014-07-13 10:14:41 +02:00
Daniel Buckmaster
f64e711f68
Removed component tests as they're redundant.
2014-07-13 09:17:53 +02:00
Daniel Buckmaster
0a8eb6fbcd
Remove default construction test.
2014-07-13 09:17:07 +02:00
Daniel Buckmaster
7b184312df
Moved matrix multiplication implementation test.
2014-07-13 09:12:43 +02:00
Areloch
ceccd06198
Merge pull request #729 from LuisAntonRebollo/fix_mem_corruption_on_precipitation
...
Fix #224 Memory corruption on Precipitation::destroySplash.
2014-07-12 09:36:53 -05:00
LuisAntonRebollo
e09a09005d
Merge pull request #706 from eightyeight/add-gtest
...
Add Google test library
2014-07-12 12:53:57 +02:00
LuisAntonRebollo
a3bdaf128f
Fix memory corruption on Precipitation::destroySplash.
2014-07-12 02:03:20 +02:00
LuisAntonRebollo
4510e29463
Merge pull request #698 from eightyeight/fix-vs-link-time
...
Append ' DLL' to DLL name to fix linker times
2014-07-11 22:58:30 +02:00
Azaezel
9bed39b7d0
logical inversion to stock functionality as requested. Now assumes if it has a target and does not hit anything Static by the time the ray terminates, then it must be the right target.
2014-07-11 07:47:31 -05:00
Azaezel
ae55ad2b50
revised checkInLos and CheckFoV. boith now take all parameters as optional as suggested, with a target value of NULL resulting in checking the present one.
...
cleaned up internal usage of checkInLos, tightened the typemask used, and provided further documentation.
2014-07-11 06:58:19 -05:00
Daniel Buckmaster
0ca672721b
Merge pull request #718 from eightyeight/fix-quat-from-euler
...
Fixed Euler to Quaternion conversion
2014-07-11 11:40:44 +02:00
Daniel Buckmaster
27df22f18e
Merge pull request #724 from eightyeight/fix-draw2dsquare-angle
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Allow drawing 2D squares with 0 rotation angle
2014-07-11 11:33:38 +02:00
Daniel Buckmaster
b7b13250b8
Merge pull request #697 from eightyeight/t2d-string-funcs
...
Added string functions from T2D
2014-07-10 12:21:51 +02:00
Daniel Buckmaster
ec78e4d502
Append ' DLL' to DLL filename to improve VS link times.
2014-07-10 11:56:33 +02:00
Daniel Buckmaster
9a05899d8e
Allow drawing 2D squares with 0 rotation angle.
2014-07-10 11:30:56 +02:00
Daniel Buckmaster
c0851e9fc2
Fixed plane tests.
2014-07-10 10:35:16 +02:00
Azaezel
c3813ad913
implicit truncation warning cleanup.
2014-07-09 16:25:42 -05:00
Azaezel
901ceb943d
deprecated functionality. T3D handles this in the reflector class.
2014-07-09 15:46:15 -05:00
Daniel Buckmaster
2c2284e699
Ported maths tests and added a test for #570 .
2014-07-08 23:12:49 +02:00
Daniel Buckmaster
1a5664c580
Removed existing test framework. Now we just fix compiler errors!
2014-07-08 22:06:57 +02:00
Daniel Buckmaster
dbc0dff52b
Align test file name with actual file name.
2014-07-08 19:09:26 +02:00
Daniel Buckmaster
8b1ff267f0
Fixed quaternion set from euler.
2014-07-08 18:38:10 +02:00
Daniel Buckmaster
dcd51d9b98
Merge branch 'add-gtest' into gtest-tests
2014-07-08 18:33:12 +02:00
Daniel Buckmaster
ec34d9928c
Only check memory if a flag is set.
2014-07-08 17:39:22 +02:00
Daniel Buckmaster
b48050209d
Replaced existing Vector tests.
2014-07-08 17:08:43 +02:00
Daniel Buckmaster
2ae879ec70
NavPath::alwaysRender works the same as NavMesh::alwaysRender.
2014-07-08 14:42:59 +02:00
Daniel Buckmaster
439192f88d
Merge pull request #645 from Azaezel/ridgidshape_updateForces
...
Ridgidshape update forces
2014-07-08 14:15:19 +02:00
Daniel Buckmaster
cf5d48e6ef
Merge pull request #665 from andr3wmac/multiformat
...
Support for large lists of shape formats.
2014-07-08 14:14:54 +02:00
Daniel Buckmaster
c7206f38f7
Merge pull request #699 from eightyeight/fix-gamelistmenuctrl-bitmap
...
Prevent call to dStrlen(NULL)
2014-07-08 14:08:17 +02:00
rextimmy
3c56bf3a56
Fix to allow parallax mapping with dxtnm textures via the red channel.
2014-07-03 17:56:47 +10:00
Daniel Buckmaster
3f687d8f43
Make use of PlayerData::swimForce
2014-07-01 18:14:08 +02:00
Daniel Buckmaster
caa915d0ec
Fixed copyight in memory tester.
2014-06-24 09:12:50 +10:00
Daniel Buckmaster
ef1a1326d3
Added macros for convenience.
2014-06-24 08:39:40 +10:00
Daniel Buckmaster
3fbaa60e40
Added memory leak testing for MSVC.
2014-06-24 08:39:22 +10:00
Daniel Buckmaster
551a7b3820
Added Google test library.
2014-06-24 08:38:52 +10:00
Andrew Mac
b661abaf83
Fix for unexpected behavior described in issue #704
2014-06-23 14:58:06 -03:00
Azaezel
ebbd8a2e02
Instancing clones the results of a previously used material to it's next instance. As such, it and Dynamic Cube Mapping are mutually exclusive features.
2014-06-20 14:45:12 -05:00
bank
e442b87c0c
Fix: Null'ed pointer usage, possible access violation.
...
This fixes issue #700
2014-06-18 11:38:29 +04:00
Daniel Buckmaster
b94679aebc
Prevent call to dStrlen(NULL).
2014-06-17 16:01:25 +10:00
Daniel Buckmaster
33444e8a36
Added string functions from T2D.
2014-06-16 12:39:51 +10:00
Daniel Buckmaster
feec36731e
Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
...
Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
LuisAntonRebollo
4fcdc04214
Merge pull request #674 from eightyeight/fix-tsignal-mtriggernext
...
Fix SignalBase constructor shenanigans
2014-06-15 21:24:38 +02:00
LuisAntonRebollo
4fe6072f03
Merge pull request #681 from BeamNG/fix_cmake_linux_dedicated
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Fix CMake linux dedicated on gcc and Clang
2014-06-15 11:32:49 +02:00
LuisAntonRebollo
a90be04041
Merge pull request #687 from eightyeight/procedural-terrain-coverage
...
Add coverage option to procedural terrain generator
2014-06-15 11:31:40 +02:00
bank
f3fc84738b
Use fixed buffer size var when allocating return buffer from console.
...
Conflicts:
Engine/source/T3D/missionArea.cpp
Engine/source/gui/editor/guiDebugger.cpp
2014-06-11 13:09:55 +04:00
rextimmy
8f550d5f8c
Changed method of releasing a physics body with physx 2.8
2014-06-10 21:27:17 +10:00
Daniel Buckmaster
de6e5e20b7
Fix random number generation.
2014-06-09 22:59:16 +10:00
Daniel Buckmaster
05e6fbf3d6
Merge remote-tracking branch 'JackDavidson/master' into procedural-terrain-coverage
2014-06-09 21:43:57 +10:00
rextimmy
1ca3190994
Removed old px3Cast
2014-06-07 12:23:12 +10:00
rextimmy
87ba9a7084
code cleanup
2014-06-07 12:11:44 +10:00
rextimmy
d58a69e76c
Merge remote-tracking branch 'GarageGames/development' into physx3_basic
2014-06-06 22:40:14 +10:00
LuisAntonRebollo
1f085a8cd2
Fix error on Clang compiler: 'ival' is a protected member of 'Dictionary::Entry'
2014-06-02 12:37:06 +02:00
LuisAntonRebollo
82bb19e1b5
Fix for error on Clang compiler: reinterpret_cast from 'const void *' to 'FunctionType *' (aka 'void (*)(EngineObject *, const char *, const char *)') casts away qualifiers
...
return R( reinterpret_cast< FunctionType const* >( /*const_cast<void*>*/(mFn) )( mThis, a, b ) );
2014-06-02 02:18:59 +02:00
Azaezel
11ac92accc
adds the name of the sequence just completed for simple FSMs and the like. example usage:
...
function shapeBaseData::onEndSequence(%this, %obj, %slot, %name)
{
%script = "on" @ %name;
if(%this.isMethod(%script))
%this.call(%script, %obj);
}
function fooData::onDeploy(%this,%obj)
{
error("fooData::onDeploy" SPC %this SPC %obj);
}
2014-05-30 22:49:17 -05:00
LuisAntonRebollo
6450294855
Fixes for dedicated build on linux.
...
Thx @Bloodknigh for Signal fix.
2014-05-30 12:35:39 +02:00
LuisAntonRebollo
ac96ac7568
Fix AssertFatal/TORQUE_UNUSED are not optimized on release build causing performance problems.
...
http://cnicholson.net/2009/02/stupid-c-tricks-adventures-in-assert/
> "Both gcc and MSVC are smart enough to optimize out the evaluation of x, but only if they can determine if there are no side effects associated with the evaluation. Unfortunately, this can only be done if the body of x is known entirely to the compiler. If x is a function call to another module MSVC can still make it go away with Link-Time Code Generation (via cross-module inlining), but poor gcc is dead in the water and emits the call. Either way, we’re relying on compiler and linker optimizations to make this code go away."
2014-05-30 00:16:43 +02:00
Daniel Buckmaster
2a1a412d74
Don't assign NULL to a Vector.
2014-05-29 17:40:57 +10:00
Thomas Fischer
46b213f828
Merge pull request #668 from BeamNG/fix_stringtable_zero_division
...
Fix for avoid a zero division on _StringTable::resize.
2014-05-26 08:38:19 +02:00
Thomas Fischer
8c00e79ded
Merge pull request #669 from BeamNG/fix_ALDeviceList_GetDeviceVersion
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Fix ALDeviceList::GetDeviceVersion incorrect check of valid pointer.
2014-05-25 18:42:58 +02:00
Thomas Fischer
353ecb5961
Merge pull request #670 from BeamNG/fix_string_dereference_null_ptr
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Fix Dereference of null pointer on String::operator+=
2014-05-25 18:42:23 +02:00
LuisAntonRebollo
18ba0646c0
Increased stability Torqu3D: unit-tests running without a crash. See the console.log after ran unitTest_runTests( "", true ). @signmotion
2014-05-25 16:50:19 +02:00
Thomas Fischer
cd978039ac
Merge pull request #635 from just-bank/engine-fixes
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Various engine fixes
2014-05-23 14:09:00 +02:00
Thomas Fischer
00bec88f39
Merge pull request #617 from BeamNG/ScatterSkyVertex_color_decl
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Fix ScatterSkyVertex::color declaration.
2014-05-23 08:11:22 +02:00
Thomas Fischer
4d7ffad284
Merge pull request #619 from BeamNG/gfxshader_init_ordered_samplers
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Add GFXShader::init with support for ordered vector of sampler names for shader.
2014-05-23 07:54:24 +02:00
Thomas Fischer
c850d60a4f
Merge pull request #621 from BeamNG/glsl_shadergen
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Update GLSL Shadergen.
2014-05-23 07:52:35 +02:00
Andrew Mac
eb74525a38
Added support for large lists of shape formats. Needed for assimp.
2014-05-21 14:50:44 -03:00
LuisAntonRebollo
c950ca2c77
Merge pull request #647 from Azaezel/debris_collision
...
Debris collision
2014-05-16 01:02:59 +02:00
LuisAntonRebollo
6f673e624d
Merge pull request #641 from Azaezel/projectile_decal
...
Projectile decal
2014-05-16 00:27:42 +02:00
Azaezel
8aebb67aa1
conforms losmask to standard nomenclature
2014-05-13 22:45:25 -05:00
Azaezel
9342115b1e
helper functions for AI: testing if an object is in line of sight (and optionally if it's enabled), if a point is clear, and if an object is within a given angular field of view (optionally specified beyond a stock 45 degrees, as well as optionally checking if the target is enabled)
2014-05-13 19:53:00 -05:00
Azaezel
4e203f21b3
debris collision mask expanded so that it also hits buildings and the like.
2014-05-13 17:40:25 -05:00
Azaezel
a73a4a84f1
followup to https://github.com/GarageGames/Torque3D/issues/393
2014-05-13 17:24:28 -05:00
bank
3e21f5f677
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class BitStream
2014-05-13 18:25:47 +04:00
bank
d6b003e508
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class NetStringTable
2014-05-13 16:58:06 +04:00
bank
bcb0b8e088
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSThread
2014-05-13 16:44:16 +04:00
bank
a310983e49
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSSortedMesh
2014-05-13 16:33:37 +04:00
bank
75755e42c0
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSStaticPolysoupConvex
2014-05-13 16:15:36 +04:00
bank
69dbaf5b85
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShape
2014-05-13 14:08:42 +04:00
bank
2112c81446
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSSkinMesh
2014-05-13 12:45:42 +04:00
bank
e2545c359c
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSMesh
2014-05-13 12:43:01 +04:00
bank
1778a8d7f2
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSShapeLoader
2014-05-13 12:15:47 +04:00
bank
9aeb4389f3
Rename all member variables to follow the style guidelines (prefixed with the 'm') - ColladaExtensions
2014-05-13 11:40:56 +04:00
Thomas Fischer
08e6b261a3
Merge pull request #628 from BeamNG/fix_cmake_crash_on_t3d_exit
...
Fix crash on exit T3D when build with CMake.
2014-05-13 09:12:33 +02:00
Daniel Buckmaster
7a517d3cb1
Merge pull request #613 from lukaspj/T2DColors
...
T2D style 'Stock colors'
2014-05-13 10:03:26 +10:00
Azaezel
a33e500b8d
alters projectile decal application so that it picks a random rotAroundNormal when adding it to a scene. (keeps em from always pointing north or up)
2014-05-12 16:37:25 -05:00
bank
733347fd61
Rename all member variables to follow the style guidelines (prefixed with the 'm') - struct ImportOptions (ColladaUtils)
2014-05-12 19:23:25 +04:00
bank
40037b8b51
Rename all member variables to follow the style guidelines (prefixed with the 'm') - ColladaUtils (struct AnimChannels, struct AnimData, struct AnimatedElement)
2014-05-12 19:11:45 +04:00
bank
9ccf5baf94
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class ColladaPrimitive
2014-05-12 19:03:16 +04:00
bank
1619e194e1
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class _SourceReader (ColladaUtils)
2014-05-12 18:58:38 +04:00
bank
a53580ca60
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class MeshStreams
2014-05-12 18:41:30 +04:00
bank
7c1544317b
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class ColladaAppMesh
2014-05-12 18:37:22 +04:00
bank
9e3eab7551
Rename all member variables to follow the style guidelines (prefixed with the 'm') - struct VertTuple (used in class ColladaAppMesh)
2014-05-12 18:32:39 +04:00
bank
aefa796056
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class AppMesh
2014-05-12 18:20:59 +04:00
bank
cf3eb26e6f
Rename all member variables to follow the style guidelines (prefixed with the 'm') - class CodeBlock
2014-05-12 17:52:19 +04:00
Lukas Joergensen
4de9bd4e85
Initialize StockColors
...
This commit makes sure the StockColors are initialized and destroyed, using
the module system.
2014-05-12 11:01:04 +02:00
LuisAntonRebollo
8e2fca11c3
Fix ALDeviceList::GetDeviceVersion incorrect check of valid pointer.
2014-05-11 19:54:11 +02:00
LuisAntonRebollo
32a73f9eb2
Fix Dereference of null pointer on String::operator+=.
2014-05-11 19:46:43 +02:00
LuisAntonRebollo
e6e225e081
Fix for avoid a zero division on _StringTable::resize.
2014-05-11 19:39:50 +02:00
Daniel Buckmaster
47dbce1499
Merge pull request #632 from eightyeight/better-explosion-example
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Added a better example of using Explosion in a client/server fashion
2014-05-11 13:22:28 +10:00
Daniel Buckmaster
1702573b78
Merge pull request #612 from GarageGames/platform-type-consistency
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Platform type consistency
2014-05-10 11:40:40 +10:00
Daniel Buckmaster
f69eccfdb4
Merge pull request #600 from BeamNG/rename_Status
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Rename Status enum for avoid conficts on Linux.
2014-05-10 11:01:28 +10:00
Daniel Buckmaster
a42c92391a
Merge pull request #601 from BeamNG/rename_GFXTextureProfile_None
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Rename enum GFXTextureProfile::None for avoid conficts on Linux.
2014-05-10 11:01:18 +10:00
Andrew Mac
704dc47bdb
Merge pull request #602 from Azaezel/Simpler_ShapeBase1
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removes non-functional shield and invincibility functionality.
2014-05-08 23:39:33 -03:00
bank
5c986f755a
Fix: Bit shifting of the 32-bit value with a subsequent expansion to the 64-bit type.
...
We now shift the 64-bit value, which is now treated correctly.
2014-05-06 15:39:24 +04:00
bank
6275942acb
Fix GuiTreeViewCtrl: we should use the member var, removed local decl.
2014-05-06 15:39:22 +04:00
bank
6d176cf8db
Rename local variable to prevent confusion with member variable.
2014-05-06 15:39:21 +04:00
bank
a7756b5591
Renamed local variable so it doesn't interfere with the provided argument.
...
String errorStr should be filled in only when ::preload returns false.
2014-05-06 15:35:52 +04:00
bank
b0fcc91058
Fix: removed 'virtual' for classes which doesn't have child.
2014-05-06 12:40:47 +04:00
bank
e7fb6a54de
Fix: Added missing virtual destructors for classes with virtual functions.
2014-05-06 12:40:46 +04:00
bank
68b12981ae
Fix: dSprintf should receive size of the buffer, not the size of the pointer.
...
It was safe, as we are using static console return buffer,
which is large enough to hold enough data (default is 2048).
2014-05-06 12:40:45 +04:00
bank
c7a5a12080
Fix wrong check for bits (using '&&' instead of '&').
2014-05-06 12:40:44 +04:00
bank
15bad30b2c
Fix: Underflow of the buffer 'ctx'.
...
memset function should not receive sizeof of the pointer.
2014-05-06 12:40:43 +04:00
bank
9f2d44966e
Fix: Some compilers do not auto-cast String and Path classes to (char *).
2014-05-06 12:40:43 +04:00
bank
e6673eaf30
Fix: the string literal is implicitly casted to the bool type.
2014-05-06 12:40:42 +04:00
bank
e7eab10ad5
Corrected the use of #pragma warning()
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We should use #pragma warning(push/pop) instead of (default: X)
2014-05-06 12:40:41 +04:00
bank
ff3d72747e
Fix FixedSizeVector() initialization.
...
mArray[6] was never assigned (ownerless experssion).
2014-05-06 12:40:40 +04:00
bank
b2e6895554
Fix: preload() method on datablocks should always set errorStr when returning false.
...
Otherwise it will dump the previous error message (content of the errorStr).
2014-05-06 12:40:40 +04:00
Lukas Jørgensen
9ebfd0f6b3
T2D style 'Stock colors'
...
This commit implements stock colors as they are implemented in T2D.
It allows for using predefined stock colors e.g.:
``` %object.color = "OrangeRed"; ```
Instead of
``` %object.color = "255 69 0"; ```
2014-05-06 09:26:01 +02:00
JackDavidson
060b2a4e29
Commit to add "Coverage" option to procedural terrain generator
...
This commit adds a "Coverage" option to the procedural terrain
generator. Allows mixing of textures. See
http://www.garagegames.com/community/blogs/view/22371 for more info.
This version has many improvements - coverage is now entered as a
percentage, accepts decimals, and doesn't have any bugs as far as I
know.
2014-05-04 22:17:24 -07:00
Andrew Mac
008e34eb8e
Merge pull request #596 from Azaezel/vs2013
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VS2013 compatibility patch.
2014-05-03 14:07:46 -03:00
Daniel Buckmaster
46c9122432
Added a better example of using Explosion in a client/server fashion.
2014-04-25 13:04:12 +10:00
Daniel Buckmaster
43895090fa
Merge branch 'RenderMeshExampleMatFix' into development for PR #631
2014-04-25 12:57:00 +10:00
Kyrah Abattoir
d56952eaea
FIX RenderMeshExample not having a material on mission start even if one was assigned to it in the mission file.
2014-04-25 00:39:20 +02:00
LuisAntonRebollo
881d578aae
Fix crash on exit T3D when build with CMake.
...
Process::_signalProcess is destroyed first, and then Win32WindowManager::~Win32WindowManager() try to remove from deleted Signal causing a crash.
SlotSignal handle this automatically.
2014-04-23 21:17:15 +02:00
LuisAntonRebollo
0137c86765
Add SlotSignal for handle automatic disconnect on Signal or SignalSlot destruction.
...
Example:
```
Win32WindowManager::Win32WindowManager()
{
// Register in the process list.
mOnProcessSignalSlot.setDelegate( this, &Win32WindowManager::_process );
Process::notify( mOnProcessSignalSlot, PROCESS_INPUT_ORDER );
// When Signal it's destroyed, all slots are disconected.
// When a SignalSlot it's destroyed, it's disconected from Signal.
}
```
2014-04-23 21:16:00 +02:00
Daniel Buckmaster
aca58356ee
Merge pull request #615 from Areloch/Issue_437
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Fixed the crash when using glow material on billboard groundcover
2014-04-18 11:09:10 +10:00
Daniel Buckmaster
66a73708ec
Merge pull request #614 from lukaspj/UnnecessaryParamter
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Removed unnecessary parameter in a simObject getter method
2014-04-18 10:50:45 +10:00
LuisAntonRebollo
bc80fbf966
Handle texel-pixel offset with diferents graphics APIs.
2014-04-17 20:33:51 +02:00
LuisAntonRebollo
086c6b5416
Add GFXShader::init with support for ordered vector of sampler names for shader.
2014-04-17 20:29:44 +02:00
LuisAntonRebollo
9221b4dd10
Update GLSL Shadergen. Not used on DX9.
2014-04-17 18:39:13 +02:00
LuisAntonRebollo
ba36617aec
Add RenderPassData::mSamplerNames for OpenGL code. Not used on DX9.
2014-04-17 17:48:33 +02:00
LuisAntonRebollo
cb8b8b7316
Use shader data for get sampler register in CloudLayer and BasicClouds.
2014-04-17 14:20:08 +02:00
LuisAntonRebollo
51aca89165
Fix ScatterSkyVertex::color declaration.
2014-04-17 13:37:23 +02:00
LuisAntonRebollo
3995b974ed
Fix WaterObject TODO: Retrieve sampler numbers from parameter handles, see r22631.
2014-04-17 13:24:08 +02:00
Areloch
4594a13740
Fixed the assert crash by making sure the glow material instance keeps the original material instance's user object
2014-04-16 10:43:37 -05:00
Lukas Jørgensen
9fbdf64bd9
Removed unnecessary parameter in a simObject getter method
2014-04-15 11:50:34 +02:00
LuisAntonRebollo
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
Azaezel
8d90558279
removes non-functional shield and invincibility functionality.
2014-04-07 16:11:32 -05:00
LuisAntonRebollo
7f46383eb5
Rename enum GFXTextureProfile::None for avoid conficts on Linux.
2014-04-07 00:03:52 +02:00
LuisAntonRebollo
4a17d6ceb0
Rename Status enum for avoid conficts on Linux.
2014-04-06 22:14:19 +02:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
Daniel Buckmaster
2de459cb2e
Remove use of 'auto' keyword.
2014-04-04 13:16:47 +11:00
Azaezel
59c755b5e5
Minimal requisite alterations for development head as of 02APR2014 for compilation purposes on VS2013.
2014-04-02 15:09:07 -05:00
LuisAntonRebollo
54fa2bcdab
Merge pull request #540 from signmotion/default-keyboard-layout
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Added a default keyboard layout for launching the game.
2014-03-29 14:20:30 +01:00
Thomas Fischer
32abd2c149
Merge pull request #553 from signmotion/add-vector-reverse
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Added method Vector::reverse().
2014-03-22 21:51:30 +01:00
Azaezel
52ef23d0ec
clipping the lighting result via ciel was causing banding issues with specular maps with alpha channels. rev2. also addresses the warning:
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"warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" since it was coming from the same line
2014-03-18 05:52:54 -05:00
Thomas Fischer
29d7fe310d
Merge pull request #583 from tdev/x64_basics
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windows 64 bit basics
2014-03-18 00:51:58 +01:00
Thomas Fischer
7239c791f2
Merge pull request #581 from tdev/vs2012_fixes
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Visual Studio 2012 32Bit Level 4 Warning fixes
2014-03-17 10:02:19 +01:00
Thomas Fischer
fec4cc8acd
Merge pull request #538 from Azaezel/Tangent_Basis_Floor
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Tangent Basis Cleanup
2014-03-17 00:12:03 +01:00
Daniel Buckmaster
382569ccb5
Merge pull request #584 from klaussilveira/master
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Copy of PR #551 changed to target development.
2014-03-17 09:07:35 +11:00
LuisAntonRebollo
e22d8156b4
Merge pull request #582 from tdev/RenderInstConstructor
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RenderInstType default constructor improvements
2014-03-16 14:08:39 +01:00
Thomas Fischer
5a1747c534
Merge pull request #577 from tdev/main_unicode
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main working on unicode systems
2014-03-16 13:58:08 +01:00
Thomas Fischer
8529d4450b
Merge pull request #546 from asmaloney/minor_cleanup
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Minor cleanups
2014-03-15 15:20:23 +01:00
Thomas Fischer
1ce77dc619
Merge pull request #561 from signmotion/filesystem-correct-docs
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Corrected docs for scripts in the group FileSystem: fileBase() and fileName().
2014-03-15 15:16:28 +01:00
Thomas Fischer
022b15720b
Merge pull request #548 from asmaloney/more_fixes
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More fixes
2014-03-15 15:14:11 +01:00
Thomas Fischer
6d8e0d7e25
refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
2014-03-15 15:10:14 +01:00
Thomas Fischer
47a2cc165a
moved header file to have a more meaningful naming
2014-03-15 14:05:30 +01:00
Thomas Fischer
e37ecb0567
fixed WIN64 precompiler flags up - basics
2014-03-15 13:43:48 +01:00
Thomas Fischer
b1c52f8bb1
Added identify the CPU x64.
2014-03-15 13:23:49 +01:00
Thomas Fischer
8c25dc8b18
reverted fileno change, MSVS specific API changes follow in another PR
2014-03-15 12:57:47 +01:00
Thomas Fischer
489106ae5e
replaced UNUSED and assert combination by a fixed up assert macro - thanks luis! :)
2014-03-15 12:50:38 +01:00
Thomas Fischer
004f04660b
refactored the constructor to not use a default reference to a static member
2014-03-15 12:26:51 +01:00
Thomas Fischer
2844ab6912
more VS2012 L4 warning fixes
2014-03-15 11:51:36 +01:00
Thomas Fischer
502e346eb6
visual studio 2012 Level 4 warning fixes
2014-03-15 11:38:53 +01:00
Thomas Fischer
835649aa2f
Merge pull request #547 from asmaloney/fix_potential_crashes
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Fix potential crashes
2014-03-15 10:57:21 +01:00
Daniel Buckmaster
9921786b9c
Merge pull request #563 from signmotion/smallestVisiblePixelSize-work
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Fixed issue #256 : "$pref::TS::smallestVisiblePixelSize doesn't work".
2014-03-15 20:00:14 +11:00
Thomas Fischer
e906865a56
Merge pull request #570 from eightyeight/box3f-overlap
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Fixed Box3F::overlap
2014-03-15 09:15:12 +01:00
Thomas Fischer
317a2cb73d
Merge pull request #556 from camporter/mfield_null_check
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When setting the field on a GuiInspectorField, check if the field is null before setting the docs
2014-03-14 20:52:12 +01:00
Thomas Fischer
39b893f1ca
Merge pull request #465 from skaughtx0r/Fix-HTTPObject
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Fix bug in HTTPObject (Fixed)
2014-03-14 19:32:54 +01:00
Thomas Fischer
d782ad0af1
main working on unicode systems
2014-03-14 17:02:27 +01:00
Thomas Fischer
7437874596
Revert "fixed main method not working on unicode systems. 3 spaces -> 4 spaces"
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This reverts commit f1bb8a0a73 .
2014-03-14 16:36:43 +01:00
Thomas Fischer
acc6bbfe96
Revert "trimmed trailing spaces"
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This reverts commit 692965d552 .
2014-03-14 16:35:43 +01:00
Thomas Fischer
692965d552
trimmed trailing spaces
2014-03-11 10:58:38 +01:00
Thomas Fischer
f1bb8a0a73
fixed main method not working on unicode systems. 3 spaces -> 4 spaces
2014-03-11 10:57:39 +01:00
David Wyand
7589f859e0
Merge pull request #574 from DavidWyand-GG/Updates
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Update version reporting to 3.5.1
2014-03-03 17:24:07 -05:00
DavidWyand-GG
d49093cea6
Update version reporting to 3.5.1
2014-03-03 17:22:06 -05:00
rextimmy
d4b189e175
PhysX3 basic plugin.
2014-02-28 12:11:26 +10:00
David Wyand
d218b007a3
Merge pull request #573 from DavidWyand-GG/TriggerFix
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Revert trigger polyhedron change
2014-02-14 00:31:26 -05:00
DavidWyand-GG
5f6d189d4e
Revert trigger polyhedron change
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Reverts the change made in
https://github.com/GarageGames/Torque3D/pull/511 . See
http://www.garagegames.com/community/forums/viewthread/136033 for the
discussion.
2014-02-14 00:27:29 -05:00
DavidWyand-GG
cff2ab046a
Bullet physics applyImpulse() fix
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Bullet physics requires a local origin be passed into it's
applyImpulse() rather than a world origin.
2014-02-09 18:10:53 -05:00
Daniel Buckmaster
535f6b6bd7
Fixed Box3F::overlap
2014-02-08 23:49:20 +11:00
Andrey Syrokomsky
e47402246d
Fixed a chaotic crash when indices or vertices of decals exceeds the fixed limits. Have an attempt work with the many (kilo)meters of decals.
2014-01-23 12:59:47 +02:00
Andrey Syrokomsky
939061ef59
Fixed issue #256 : "$pref::TS::smallestVisiblePixelSize doesn't work".
2014-01-21 18:45:02 +02:00
Andrey Syrokomsky
e718420226
- Corrected docs for scripts in the group FileSystem: fileBase() and fileName().
2013-12-26 09:24:17 +02:00
Cameron Porter
91c058ca8a
When setting the field on a GuiInspectorField, check if the field is null before setting the docs.
2013-12-10 23:42:07 -06:00
Andrey Syrokomsky
dea6f0a24d
- Added method Vector::reverse().
2013-12-08 14:34:00 +02:00
Klaus Silveira
55cb5a6752
Removed redundant check
2013-12-08 01:23:24 -02:00
Klaus Silveira
0d610b7aac
Fixed missing check for highlighted font color on GUI icon button
2013-12-08 01:19:42 -02:00
Andy Maloney
d63b820e35
More fixes
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- check for an empty shapName, not just a NULL one twice
- fix "&s" in printf
- fix potential memory leak
- GFXCopyPixels wasn't checking the height properly which could result in some meory corruption unpleasantness
2013-12-04 16:56:26 -05:00
Andy Maloney
0db6e1bc57
Fix potential crashes
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- some compilers have problems with using locally redeclared loop vars after an internal loop
- fix ordering of conditional checks
2013-12-04 16:50:23 -05:00
Andy Maloney
396a7064dc
Minor cleanups
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- remove redundant conditional
- remove unused vars
- remove extra ags to printf
- reduce scope of decl
2013-12-04 16:45:09 -05:00
Andrey Syrokomsky
e18fbcfb89
- Added a default keyboard layout for launching the game. It's fixed crash when a game running with the extend unicode keyboard (cyrillic, for example).
2013-12-03 15:19:38 +02:00
DavidWyand-GG
ba81917392
Fix for ballistic projectiles not bouncing
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Ballistic projectiles are no longer bouncing when they collide, assuming
they have the correct properties set. These changes move the point that
a projectile's velocity is zeroed during a collision to fix this.
2013-11-15 18:35:39 -05:00
Azaezel
ecbcf5eb3a
Simply early-outing from denominators near zero was causing tangeants to be filled with garbage data. This alters the functionality to set a floor distance so the rest get's filled out properly.
2013-11-13 20:40:20 -06:00
DavidWyand-GG
ca57db1e23
Fix for Bullet frustum reference
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Update to Bullet physics to account for latest SceneRenderState frustum
changes.
2013-11-13 11:41:22 -05:00
DavidWyand-GG
9d136e8dd8
Update version reporting to 3.5
2013-11-13 02:32:22 -05:00
DavidWyand-GG
e954906533
Fix for simulated Oculus Rift
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The chromatic aberration correction for the simulated Oculus Rift was
wrong, producing a black screen.
2013-11-12 18:49:21 -05:00
DavidWyand-GG
d100bd918e
Support graphic cards with 2GB+ VRAM
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- Fix for issue https://github.com/GarageGames/Torque3D/issues/226
- Also extended the card profile reporting to the console to include the
graphic card's VRAM.
2013-11-12 01:02:15 -05:00
DavidWyand-GG
4717f22916
Fix for ArrayObject sorting
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- This is a fix for issue
https://github.com/GarageGames/Torque3D/issues/228
- This fixes sortna() and sortnd() as outlined in the issue.
- This also fixes sortnka() and sortnkd(), as well as the sorting method
that take a console function as a parameter.
2013-11-11 18:51:53 -05:00
David Wyand
ef118b883b
Merge pull request #531 from eightyeight/navpath-findnearestpoly-check
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Check whether findNearestPoly actually did find a poly
2013-11-11 14:15:50 -08:00
DavidWyand-GG
3be3cc6589
Fix GroundCover banking with camera
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Fix for issue https://github.com/GarageGames/Torque3D/issues/527
2013-11-11 15:03:45 -05:00
Daniel Buckmaster
7556f29c09
Check whether findNearestPoly actually did find a poly.
2013-11-09 12:14:30 +11:00
DavidWyand-GG
7d6df96d65
ITickable supports object deletion
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This is a reworking of https://github.com/GarageGames/Torque3D/pull/436
to support object deletion of processTick() and advanceTime().
2013-11-08 17:31:52 -05:00
DavidWyand-GG
91e542b8ec
SceneCullingState with culling and camera frustum
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- Fix for issue https://github.com/GarageGames/Torque3D/issues/525 This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render. It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same. This usually means any time when not using the
Oculus Rift.
2013-11-07 15:07:16 -05:00
DavidWyand-GG
fc51f9767a
Fix for RectF::intersectTriangle()
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Reported in this issue:
https://github.com/GarageGames/Torque3D/issues/512
2013-11-06 14:17:44 -05:00
DavidWyand-GG
7e4cbc56f5
Fix for DTS Vertex Paint and 2nd UV with LODs
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Fix game from https://github.com/GarageGames/Torque3D/issues/230
2013-11-05 16:50:25 -05:00
DavidWyand-GG
1923838f63
Fix TSMesh::castRay() and small collision mesh
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This is the fix outlined in
https://github.com/GarageGames/Torque3D/issues/485
2013-11-05 15:40:48 -05:00
DavidWyand-GG
710d616d0f
Revert Player Buoyancy Change
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This reverts the change made by
https://github.com/GarageGames/Torque3D/pull/490 It actually goes
further and comments out the Player's buoyancy calculation rather than
just the change in velocity.
2013-11-05 14:49:47 -05:00
David Wyand
c09b2408e3
Merge pull request #518 from robertsim007/patch-1
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Update pxMultiActor.cpp (fixed)
2013-11-04 22:24:40 -08:00
DavidWyand-GG
55c91d29aa
Default value for WaterFogData plane distance
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Set the default WaterFogData plane distance to be the same as global
bounds. This solves an issue with the connection's control object
mistakenly thinking it is under a water plane in a debug build.
2013-11-04 13:24:16 -05:00
DavidWyand-GG
2077632a92
Turbulence respects side-by-side rendering
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- PostEffect class now offers the current projection offset and target
viewport as shader constants.
- Turbulence postFX now takes the current projection offset into
account.
- Turbulence postFX now clamps itself to the current viewport.
- Turbulence postFX now renders after the glow bin, specifically after
the glow postFX renders. This ensures that it can take advantage of
knowing the current viewport rather than affecting the entire render
target.
2013-11-01 16:18:48 -04:00
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
David Wyand
b1b7a66d5b
Merge pull request #516 from DavidWyand-GG/OculusRiftUpdate2
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Update ReflectionManager on Scene Field Change
2013-10-31 14:09:52 -07:00
DavidWyand-GG
39ab93636c
Update ReflectionManager on Scene Field Change
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During side-by-side rendering the refraction texture needs to be updated
for both the left and right fields. These changes add a new GFXDevice
event type to track when a field is about to be rendered. The
ReflectionManager listens to this new event and ensures that the
refraction texture will be updated if it is referenced by a material.
2013-10-31 16:54:22 -04:00
David Wyand
49b15cc055
Merge pull request #501 from DavidWyand-GG/MaskNodeHandsOff
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Changes for MaskNodeHandsOff
2013-10-30 21:51:38 -07:00
DavidWyand-GG
17113d3ba5
Blinn-Phong Specular Changes
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Based on the work done here:
http://www.garagegames.com/community/blogs/view/21032
2013-10-29 15:10:23 -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
DavidWyand-GG
f790d58978
Frustum Comparison Fix
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- Frustum comparison now includes comparing the projection offset.
- Fixes objects that only set the projection matrix if the frustum has
changed during side-by-side rendering, such as the WaterPlane.
2013-10-26 16:29:46 -04:00
SilentMike
ef4cee7b17
Merge pull request #466 from eightyeight/mltext-default-reformat
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Added default parameter to GuiMLTextCtrl::addText
2013-10-26 11:24:08 -07:00
David Wyand
f31a5637c3
Merge pull request #505 from DavidWyand-GG/PlanarReflectionFix
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PlaneReflector Support for Side-by-Side Rendering
2013-10-24 23:12:19 -07:00
DavidWyand-GG
2fc5adb536
PlaneReflector Support for Side-by-Side Rendering
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- The PlaneReflector class now supports side-by-side rendering. This
does mean that while in this rendering style that all planar reflections
are rendered twice, as reflection is a screen space effect from the eye
point of view.
- Planar reflections now work in the Oculus Rift.
- Modified GuiTSCtrl::onRender() to move up where the rendering style is
defined to just before the reflection manager has its turn.
2013-10-25 02:08:13 -04:00
David Wyand
12da4e40ff
Merge pull request #504 from DavidWyand-GG/OculusRiftUpdate
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Expand PostFX Viewport Options
2013-10-24 11:26:40 -07:00
DavidWyand-GG
15673810c6
Expand PostFX Viewport Options
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- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one. This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target. This defaults to true to maintain its previous
behaviour. The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -04:00
David Wyand
61c6e9600d
Merge pull request #503 from DavidWyand-GG/OculusRiftUpdate
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Viewport fix for PostFX and SSAO
2013-10-23 21:31:19 -07:00
DavidWyand-GG
88f2a4d903
Viewport fix for PostFX and SSAO
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- General fix for PostFX render targets to properly support the GFX
viewport setting. This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property. This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
2013-10-24 00:28:13 -04:00
David Wyand
6719b55fbd
Merge pull request #502 from DavidWyand-GG/OculusRiftUpdate
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Viewport Fix for Glow PostFX
2013-10-22 23:17:03 -07:00
DavidWyand-GG
c65cca26dd
Viewport Fix for Glow PostFX
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- Modified the glow postFX to now respect the current viewport settings.
- This fixes glow rendering for the Oculus Rift and any other time the
glow rendering should be limited to a region of the back buffer.
2013-10-23 02:15:14 -04:00
DavidWyand-GG
f10a860bba
Changes for MaskNodeHandsOff
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This is a rework of the Pull Request
https://github.com/GarageGames/Torque3D/pull/453 based on my own
understanding of the issue. The details may be found in the description
of the original Pull Request.
2013-10-22 18:18:02 -04:00
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
DavidWyand-GG
71cf58b8c5
Oculus Rift Sensor Data Comparison Change
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- Modified OculusVRSensorData::compare() to only work with the raw
sensor data when specifically requested. No need to process those
values if the user hasn't asked for them.
2013-10-21 11:28:41 -04:00
DavidWyand-GG
85730dfb59
Oculus Rift Improvements
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- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader. Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script. Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods. The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
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
e1830fdf2c
Merge pull request #456 from smally/tsnaming_heapcorruption
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Heap corruption caused by incorrect Torque Script naming
2013-10-09 13:06:21 -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
David Wyand
9d9c6bf7d3
Merge pull request #415 from LuisAntonRebollo/BitVector_copyConst_fix
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Fix BitVector copy constructor.
2013-10-07 12:49:53 -07:00
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
DavidWyand-GG
2c0fcaa398
Gamepad and joystick dead zone fix
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Fix for gamepad and joystick dead zone calculation so that the
calculated value will always fall within the 0..1 range. In reference
to https://github.com/GarageGames/Torque3D/issues/468
2013-09-27 12:40:54 -04:00
DavidWyand-GG
5406afa884
DecalManager scene container fix
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In reference to https://github.com/GarageGames/Torque3D/issues/474 this
is a general fix for all global bounds objects.
2013-09-27 12:15:44 -04:00
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
9073a3efbf
Merge pull request #410 from WinterleafEnterainment/development
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Created Header file for net.cpp
2013-08-19 08:13:30 -07:00
Daniel Buckmaster
dbb15ccf0b
Reformat parameter defaults to true.
2013-08-13 14:36:06 +10:00
Scott Przybylski
678ea8211b
processLine doesn't override base virtual function
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The processLine definition differs from the base TCPObject class causing the function to never be called. This causes HTTPObject to not function properly, it calls back into the Torque Script with the HTTP headers when it should only be returning the content.
2013-08-12 16:05:12 -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
824944d7b5
Merge pull request #423 from tdev/material-ptrs
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fixed pointer problems and guard in material files
2013-08-11 22:12:16 -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
SilentMike
51204ee826
Merge pull request #447 from Bloodknight/BKS_BigBrush
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Increase terrain editing and painting brush max sizes
2013-08-07 12:03:27 -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
cpusci
79c9a21e32
Just making sure the error output is consistent with the other errors.
2013-08-05 06:20:44 -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
cpusci
7a8f46b19f
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
2013-08-04 16:58:59 -05:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
cpusci
21ff1e26bb
If you name a torque script object the same name as a Torque script class, you will get heap corruption with no warning at all. Changed original fix to cause a script error and reject object creation, instead of just renaming the object and moving along.
2013-08-04 08:50:56 -05:00
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
Bloodknight
3d38dc60eb
Increase terrain editor and painter max brush size to 256 x 256
2013-07-28 02:26:29 +01:00
SilentMike
c75d6feb20
Merge pull request #422 from tdev/rift-update
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compile fix for rift sdk ver 0.2.2
2013-07-25 09:45:54 -07:00
SilentMike
afc40ae714
Merge pull request #433 from eightyeight/recast-pull-navigation
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Recast part 3: wrapper classes
2013-07-22 11:33:47 -07:00
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
SilentMike
880f37900b
Merge pull request #407 from eightyeight/terrain-update-trigger
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Trigger a terrain signal when its transform is changed
2013-07-15 10:23:27 -07:00
SilentMike
dd8730c85d
Merge pull request #406 from eightyeight/ground-cover-terrain-rotation
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Fixed GroundCover placement on rotated TerrainBlocks
2013-07-15 09:47:43 -07:00
SilentMike
313f3a1704
Merge pull request #364 from keiouu/bug/fmod-lowmem-reverb-44409
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Allow T3D to compile against the latest version of FMod
2013-07-15 09:41:10 -07:00
Daniel Buckmaster
df2abed2c4
Added navmesh wrapper code and module.
2013-07-04 17:27:48 +10:00
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
688e54cb43
fixed pointer problems and guard in material files
2013-06-30 17:47:43 +02:00
Thomas Fischer
d45618936c
compile fix for rift sdk ver 0.2.2
2013-06-30 17:43:51 +02:00
Thomas Fischer
c6462a25b4
fixed camera code not checking for invalid/missing datablock: crashed before
2013-06-30 17:25:09 +02:00
LuisAntonRebollo
b700572931
Fix BitVector copy constructor.
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Initialize all member variables.
2013-06-21 14:22:49 +02:00
Vincent Gee
47446941cb
Created Header file for net.cpp
2013-06-14 10:12:34 -04:00
Daniel Buckmaster
e63e5d69f0
Trigger a terrain signal when its transform is changed.
2013-06-13 10:31:45 +10:00
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
SilentMike
a8543a3998
Merge pull request #394 from lornemcintosh/development
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Clean up SFXSources in Player class
2013-06-02 12:12:05 -07:00
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
Lukas Joergensen
c0e4f4574e
Changed mASin to mSin in mEaseOutElastic
2013-05-15 20:54:40 +02:00
Daniel Buckmaster
36da869187
No longer require ClientMissionCleanup to be present to add particle emitters.
2013-05-14 21:01:52 +10:00
DavidWyand-GG
e4df92a7bc
Theora texture for cloned material fix
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When a TSShapeInstance makes a copy of its own materials through
cloneMaterialList() (such as done with client side ShapeBase objects),
the reference to a named diffuse render target was being lost. This
affected using a TheoraTextureObject on a ShapeBase derived object
(StaticShape, etc.).
2013-05-13 16:49:12 -04:00
DavidWyand-GG
c5c08e72d2
Changes to have Linux dedicated compiling again
2013-05-08 06:55:51 +00:00
Skylar Kelty
c62b05fc95
Allow T3D to compile against the latest version of FMod. LowMem Software Reverb has been removed as of FMOD Ex 44409
2013-04-30 18:52:18 +01:00
SilentMike
ca2c143feb
Merge pull request #363 from thecelloman/productstring
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Fill in missing case for getEngineProductString switch block.
2013-04-30 09:57:09 -07:00
thecelloman
da0db2a382
Fill in missing case for getEngineProductString switch block.
2013-04-29 20:59:34 -04:00
David Wyand
c7b22784da
Merge pull request #355 from DavidWyand-GG/TheoraTextureObject
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TheoraTextureObject
2013-04-23 08:26:01 -07:00
DavidWyand-GG
30144a9f98
TheoraTextureObject
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Places a theora video onto a named texture surface that may be used by
any material. Allows for the video to play, pause, stop, loop, and for
the source video to be changed at any time.
Based on this resource:
http://www.garagegames.com/community/resources/view/21019
2013-04-23 11:24:05 -04:00
thecelloman
f9d52147ac
Version number change.
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Also adds console functions to get the user's application version.
2013-04-23 23:09:21 -04:00
DavidWyand-GG
78242191ec
ScatterSky source line endings fix
2013-04-23 10:39:03 -04:00
Ron Kapaun
808f1a5beb
Scatter Sky Community Fixes
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Fixes and Extends Features in the Scatter Sky Object and Shaders
2013-04-23 10:26:17 -04:00
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
20b8294282
Merge pull request #287 from xoltan/terrainmacro
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Terrain Macro Texture
2013-04-18 08:50:06 -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
38a1eca0be
Merge pull request #241 from just-bank/engine-api-fixes
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Engine API fixes
2013-04-17 15:19:57 -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
ffc1ee829b
moved filesystem init further up, to be able to log errors earlier
2013-04-15 18:58:29 +02:00
Thomas Fischer
aece85f02a
added missing initialization and set pointer to NULL after deletion
2013-04-15 18:54:34 +02:00
SilentMike
a9643a448d
Merge pull request #327 from thecelloman/smoothslope
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Add a new Terrain brush action: Smooth Slope.
2013-04-10 14:47:09 -07:00
thecelloman
8eb0e98f86
Add a new Terrain brush action: Smooth Slope.
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This smoothes the terrain using a linear regression algorithm. Exists alongside the oldstyle height averaging action -- options are good!
2013-04-10 08:44:22 -04:00
DavidWyand-GG
de7a72d82a
Oculus VR (Rift) support
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Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
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
DavidWyand-GG
b32e7688c2
Side by side rendering
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- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG
f1099cba68
ExtendedMove changes
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- Support for three positions and rotations.
- Increased the number of bits used to network rotations.
- New Euler based rotation support, in addition to the existing
quaternion support.
2013-04-09 13:30:25 -04:00
DavidWyand-GG
4f4c496fba
Fix platforms that don't support PVI_NumAdapters
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Not all platforms currently support the PVI_NumAdapters query from
PlatformVideoInfo. This fix puts in the assumption that there is always
1 adapter if the PVI_NumAdapaters query returns false. This was the
behaviour prior to PVI_NumAdapters being put in place.
2013-04-09 13:20:19 -04:00
DavidWyand-GG
0d77cdc270
GFX now handles non-default adapters
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The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one. Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.
The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager. These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00
DavidWyand-GG
a40db9fa9b
zero() method added to all point classes
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Only some of the mPointX classes had the zero() method implemented.
This commit adds the method to all point classes.
2013-04-09 11:38:48 -04:00
DavidWyand-GG
bfec2dfd79
Fix texture and object console paths
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- Be sure to delete all prefs.cs files following this change.
- Changes the console types of the missing, unavailable and warning
texture paths. The old type was causing string corruption when saving
preferences.
- Changes the console type of the TSShapeConstructor collision shapes.
The old type was causing string corruption when saving preferences.
- Changed missing texture reference in ProcessedMaterial from String to
const char*.
2013-04-09 10:05:57 -04:00
thecelloman
b4ea1123dc
Remove Interior Object format (DIF)
2013-04-05 12:39:26 -04:00
thecelloman
19c685dc23
Resolve issue #193 - Gui Editor treeview now refreshes correctly when changed through a drag/drop operation.
2013-03-27 23:21:25 -04:00
thecelloman
7e5ddf4ca2
Resolve issue #163
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Fixed and assert on changing material, and we now map the material to the MATMGR by name instead of type.
2013-03-27 21:36:17 -04:00
xoltan
add2f8cb47
Terrain Macro Texture
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Adds another layer of detail-like texture to the terrain and the
interface updates in the Terrain Painter.
2013-03-27 18:58:37 -06:00
SilentMike
769268784f
Merge pull request #268 from eightyeight/terrain-import-flipped
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Importing terrain heightmaps flips Y-axis
2013-03-25 14:03:11 -07:00
Daniel Buckmaster
b868906ba5
Added a checkbox to the terrain import GUI and fixed a space.
2013-03-23 09:24:02 +11:00
thecelloman
1468a049af
Filling out the variable names in the function prototype for autoMaterialLayers() for clarity.
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Minor whitespace formatting changes (spacing) for consistency.
2013-03-22 15:02:45 -04:00
thecelloman
25efdb4a06
Adding a basic rule-based terrain painting implementation.
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http://www.garagegames.com/community/resources/view/17145
2013-03-21 17:45:23 -04:00
Daniel Buckmaster
6ff1db6c0c
Made the flipped y-axis on terrain import optional.
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Pass a final boolean argument to TerrainBlock::import to control
y-axis flipping. It is enabled by default, since this was the previous
default behavior.
This should be added as an option in the terrain import dialog - see
game/tools/worldEditor/gui/guiTerrainImportGui.gui
2013-03-21 09:22:07 +11:00
SilentMike
17c750b19a
Merge pull request #243 from thecelloman/updatesquish
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Update squish
2013-03-10 11:36:02 -07:00
thecelloman
4fdfb47f41
Updating libpng to v1.5.14 and zlib to v1.2.7
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Since libpng has a dependency upon zlib, both updates were combined for one commit/pull-request.
2013-03-09 16:19:11 -05:00
David Wyand
845931296e
Merge pull request #248 from DavidWyand-GG/HardCodedPaths2
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Removed hard coded directory paths
2013-03-07 15:58:43 -08:00
DavidWyand-GG
4b1334db9f
Removed hard coded directory paths
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- Removed references to core directory.
- Switch some references to tools directory
- Added preferences variables where appropriate
2013-03-07 18:56:53 -05:00
thecelloman
8de0b7cbb1
Update squish library to 1.11
2013-03-04 14:37:50 -05:00
Tim Newell
31036c4031
Bug fixes for alternative zip layout and define to toggle it on
2013-02-28 16:46:46 -05:00
bank
9f2b0bcaf4
Fix engine API copy/paste errors (typo).
2013-02-28 23:50:57 +04:00
David Wyand
853b70255b
Merge pull request #234 from DavidWyand-GG/RazerHydraWork
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Razer Hydra integration
2013-02-22 12:39:06 -08:00
DavidWyand-GG
47787900a4
Change ShapeBase to only test if available meshes
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The ShapeBase class tests if all of its meshes are hidden and if so,
then it doesn't render during that frame. However, if there are no
meshes in the ShapeBase and only nodes then rendering is also skipped.
Unfortunately, this also skips the rendering of any mounted images.
This change allows for a mesh-less skeleton to render any mounted
images.
2013-02-22 15:24:29 -05:00
DavidWyand-GG
0b4c3f1e42
Razer Hydra integration
2013-02-21 17:20:09 -05:00
David Wyand
965336d54d
Merge pull request #211 from just-bank/particledata-bitstream-fixes
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Fix for issue #210 and #154 for ParticleData sends out-of-range data via BitStream
2013-02-05 11:06:48 -08:00
bank
82de08b57a
Fix memory leak (ParticleData and ParticleEmitterData) on using TypeValidator class.
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This fixes issue #154
2013-02-01 21:22:03 +04:00
Dmitry
a31e6a755c
Fixed crash in Con::warnf function. Issue #82
2013-01-30 15:21:22 -05:00
DavidWyand-GG
2824bcf649
Remove hard coded paths pass 1
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- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
2013-01-30 14:09:23 -05:00
DavidWyand-GG
6105849df2
Leap Motion input device support
2013-01-23 14:38:13 -05:00
DavidWyand-GG
32a3bab2f7
Moved platform input event files under new input directory
2013-01-23 02:37:37 -05:00
DavidWyand-GG
35374f939e
ExtendedMove class and support
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The ExtendedMove class can optionally replace the standard Move class to
allow the passing of absolute position and rotation information from the
client's input device to the server. It is enabled by changing
$TORQUE_EXTENDED_MOVE to true in buildFiles/config/project.conf and
re-running the project generator.
2013-01-23 01:52:46 -05:00
DavidWyand-GG
0e87a8b6b7
New RigidShape method to force client
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New forceClientTransform() console method to force a RigidShape's
transform on the client. This is used when you transform a RigidShape
on the server and want the client to immediately transform rather than
interpolate to the transform.
2013-01-22 18:44:42 -05:00
DavidWyand-GG
539efcb1e1
Input event changes
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- New InputEventManager class. It will be used by 3rd party input
devices to generate Torque 3D input events.
- Expanded the input event signal to include three new floats and a new
integer.
- Expanded the number of joystick buttons to 48.
- The input virtual map is now extendable rather than hard coded.
- The input devices types are now extendable rather than hard coded.
- New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
- New SI_VALUE input action type.
- ActionMap has been updated to work with these changes.
- Removed unnecessary references to platform/event.h
2013-01-22 18:17:41 -05:00
DavidWyand-GG
af7787b4bb
New console type for Point3I
2013-01-22 17:37:57 -05:00
DavidWyand-GG
b56f8674cd
New ScriptTickObject
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ScriptTickObject is a ScriptObject that adds callbacks for tick and
frame events. Use setProcessTicks() to enable or disable the
onInterpolateTick() and onProcessTick() callbacks. The
callOnAdvanceTime property determines if the onAdvanceTime() callback is
called.
2013-01-22 17:09:14 -05:00
DavidWyand-GG
e4ad890b78
Expanded signals and journaled signals to support up to 13 parameters
2013-01-22 15:54:03 -05:00
DavidWyand-GG
35082e92eb
Fix for Issue #214
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Changed two SI_DPOV references to read as SI_DPOV2
2013-01-22 15:23:52 -05:00
Scott Przybylski
48c64db840
Fix for Issue_190
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Fix for Issue_190:
Without having DI8DEVTYPE_DRIVING here, many steering wheel's will show
up as "unknown" and cannot be mapped to actions. Driving and gamepad
both map to joystick for consistency, since they all can have buttons,
axes, sliders, and pov hat's.
2013-01-22 14:44:22 -05:00
bank
9b2caeed6a
Fix for issue #210 for ParticleData sends out-of-range data via BitStream
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1. When addProtectedField used with custom setters, we need to return false, or it will set the value via regular routine after the method exists (change ParticleData::protectedSetTimes() to return false instead of true).
2. The ParticleData::sizes[] needs a custom setter, so the value is clamped in a range of 0.f and MaxParticleSize.
3. The spinRadnomMin and spinRandomMax ParticleData fields need a FRangeValidator, so it auto-clamped in a range of -1000 to 1000, as we are writing data trying to fit the values in 11 bits (as UInt upto 2048 max).
* The description for those fields needs to be updated to use 1000 instead of 10000.
* ParticleData::onAdd() should check for values to be in a correct range too.
2013-01-18 15:07:27 +04:00
SilentMike
b2e2c7b50f
Merge pull request #49 from eightyeight/vehicle-steering
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Vehicle steering return-to-centre merged into development branch.
2013-01-11 08:39:35 -08:00
SilentMike
03211bc4fd
Merge pull request #140 from eightyeight/missionarea-server-object
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Updated logic in MissionArea::getServerObject merged into development branch.
2013-01-09 13:03:35 -08:00
SilentMike
0b3e9d73f2
Merge pull request #179 from timmgt/dsocompilebugfix
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Bug fix for loading compiled dsos merged into development branch.
2013-01-09 12:58:46 -08:00
DavidWyand-GG
1d4b723891
Removed MGT comments from Pull Request
2013-01-07 12:41:31 -05:00
DavidWyand-GG
59aaaf1892
Merge branch 'consolefuncrefactor' of https://github.com/jamesu/Torque3D into consolefuncrefactor
2013-01-07 12:09:22 -05:00
Tim Newell
0d3a0f88e6
Bug fix for loading compiled dsos
2012-12-15 15:48:24 -05:00
Tim Newell
440103e7ae
Removal of SDL dependency for linux dedicated server
2012-12-15 13:07:05 -05:00
DavidWyand-GG
539fa70a3d
Fix for Issue 174 for Turret Targeting Wrong Direction
2012-12-13 19:30:51 -05:00
DavidWyand-GG
0598b6ae62
Fix for Issue #166 for Client Not Loading
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The issue was with sending the ack mask to the client when the ack byte
count was 4.
2012-12-10 16:28:54 -05:00
DavidWyand-GG
4a11d54609
Partial revert of changes from Pull #125
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Pull Request #125 was to fix Issue #124 . However, as reported by a
user, this fix broke the water. This is a partial reversion of those
changes to get the water working again. The fix from Pull #125 will
need to be examined.
2012-11-26 11:37:55 -05:00
DavidWyand-GG
595119590d
Fix for Issue #155 for Billboard Creation
2012-11-26 11:03:42 -05:00
DavidWyand-GG
a2466bfd3a
Fix for Issue #152 for Unmatch Bitstream
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This corrects for changes made in Pull Request #112 .
2012-11-23 13:00:12 -05:00
Daniel Buckmaster
46f140710a
Prevented looking up incorrect object handles.
...
Previously, dAtoi would be called on arbitrary strings delimited
only by the / character. Now, Sim::findObject actually checks that
object handles (strings starting with a digit) actually only contain
digits or slashes.
2012-11-20 08:18:14 +11:00
Daniel Buckmaster
a1740e8a9c
Made Trigger friendlier towards inheritance.
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Specifically:
* Made update bits constants protected so that derived classes can
use them - especially NextFreeMask! IIRC, most classes make these
constants public, though there's no real reason to.
* Made potentialEnterObject virtual so that derived classes can
substitute their own logic.
2012-11-18 21:32:51 +11:00
DavidWyand-GG
fa1a0124a9
Merge branch 'healthtexthud' of https://github.com/T3DCE/CE-OSLab into T3DCE-healthtexthud
2012-11-15 11:04:09 -05:00
Daniel Buckmaster
093252ada3
Updated logic in MissionArea::getServerObject.
...
Before this function would iterate through every server-side object to
find a MissionArea. Now, it stores the server object in a static member
smServerObject. This member is updated in onAdd and onRemove, and returned
by getServerObject.
2012-11-14 09:25:38 +11:00
Daniel Buckmaster
027d5608bd
Added comment.
2012-11-13 10:21:03 +11:00
Daniel Buckmaster
74bd05030d
Consider zoom when culling billboards.
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screenScale represents the current zoom factor, but may need some
revision because I'm not sure if what it's doing is technically correct.
It is used to multiply the culling distance for cells, as well as the
fading distance.
2012-11-13 09:13:49 +11:00
jamesu
98b92360f9
Signed values now set/get from the float value. Also add a bool helper.
2012-11-09 23:00:46 +00:00
DavidWyand-GG
88cc4129af
Reformatted code for Pull Request #71
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Tabs were used instead of spaces. Also added comments.
2012-11-09 15:17:49 -05:00
DavidWyand-GG
df01dd88fe
Merge branch 'BitVector_copy_constructor' of https://github.com/Luis-Anton/Torque3D into Luis-Anton-BitVector_copy_constructor
2012-11-09 13:29:33 -05:00
DavidWyand-GG
9ebc6ecf0d
Merge branch 'development' of https://github.com/BoomBox/Torque3D into BoomBox-development
2012-11-09 10:56:38 -05:00
DavidWyand-GG
2a6a177fa1
Fix for Issue #138 for guiArrayCtrl Fix
2012-11-08 18:34:24 -05:00
DavidWyand-GG
cfb90f37e4
Fix for Issue #136 for Zoning Bug
2012-11-08 18:19:33 -05:00
DavidWyand-GG
6637948067
Fix for Issue #132 for RenderOcclusionMgr Rendering
2012-11-08 17:47:32 -05:00
DavidWyand-GG
a803398eb0
Fix for Issue #130 for Decals and Smoothing Groups
2012-11-08 16:56:22 -05:00
DavidWyand-GG
88bb577c82
Fix for Issue #128 for Player First Person Shadow
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IMPROVEMENT: By default we stop rendering all Player shadows when in
first person and 'renderFirstPerson' is disabled. Added flag
'firstPersonShadows' to disable this behavior.
2012-11-08 16:37:11 -05:00
DavidWyand-GG
e9b1ec5876
Fix for Issue #126 for TCPObject Bad Connect
2012-11-08 16:18:06 -05:00
DavidWyand-GG
0047842b33
Fix for Issue #124 for CustomMaterial Refraction
2012-11-08 16:00:52 -05:00
DavidWyand-GG
deba1b3728
Fix for Issue #120 for Inverted ArrayObject Sort
2012-11-07 19:45:40 -05:00
DavidWyand-GG
05b3a32e2c
Fix for Issue #118 for Collada Importer Materials
2012-11-07 19:09:51 -05:00
DavidWyand-GG
b085a76e50
Fix for Issue #116 for Crash with unicode
2012-11-05 19:16:25 -05:00
DavidWyand-GG
d6b85a21bb
Fix for Issue #114 for Footstep Sounds
2012-11-05 19:04:49 -05:00
DavidWyand-GG
e7beec99db
Fix for Issue #110 for Particle Emitter Ejection
2012-11-05 18:03:01 -05:00
DavidWyand-GG
1a3501440f
Fix for Issue #111 for BitStream Issues
2012-11-05 16:50:54 -05:00
David Wyand
70415d0787
Merge pull request #109 from DavidWyand-GG/issue108-TurretHeadingNode
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Fix for Issue #108 Turret Heading Node
2012-11-05 12:38:10 -08:00
DavidWyand-GG
956f304e4d
Fix for Issue #108 Turret Heading Node
2012-11-05 15:36:58 -05:00
DavidWyand-GG
c6b6ffc10b
For for Issue #106 Convex Shape Bandwidth
2012-11-05 14:27:30 -05:00
jamesu
8a15133a61
Add new instructions to the instruction dumper
2012-10-19 23:44:59 +01:00
David Wyand
974e33734c
Merge pull request #97 from DavidWyand-GG/issue96-PhysXCrashOnObjectUpdate
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Fix for Issue #96 for DAE updating crash
2012-10-17 11:47:13 -07:00
DavidWyand-GG
89ad23a925
Fix for Issue #96 for DAE updating crash
2012-10-17 14:45:13 -04:00
David Wyand
d677782466
Merge pull request #95 from DavidWyand-GG/issue94-CubemapRenderBug
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Fix for Issue #94 for Cubemap render bug
2012-10-17 08:47:46 -07:00
DavidWyand-GG
eb2fd2bf5f
Fix for Issue #94 for Cubemap render bug
2012-10-17 11:46:17 -04:00
DavidWyand-GG
497f3c96dc
Fix for Issue #90 for Camera orbit object bug
2012-10-16 18:43:11 -04:00
DavidWyand-GG
9ba4a35bca
Fix for Issue #88 for River Editor Snapping
2012-10-16 12:30:54 -04:00
jamesu
08d4f6ebc0
Improvements to console refactor code
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- Prevent stack corruption in a few places
- Use correct type in printfs
- Reduce type conversions in EngineApi & dAto*
- Fix compilation on GCC
- Tidy up code
2012-10-12 19:12:06 +01:00
James Urquhart
e99eadd61f
Optimize variable-to-variable assignment
2012-10-12 18:57:28 +01:00
James Urquhart
38c8e52c1d
Beginnings of the "pass everything using a native type wrapper" console code.
...
- ConsoleValue class is now the base value class.
- ConsoleValueRef is now used to supply function parameters. Values are disposable.
- Script functions return values instead of just strings where possible.
- Variables can be disposable strings
- Bytecode changed
Fix the issues with console method parameters and fields which prevented missions from loading.
2012-10-12 18:56:17 +01:00
Luis Anton
5b033f7066
BitVector don't have copy-constructor/operator=
2012-10-06 18:30:03 +02:00
Steven Saric
ac9d24deb4
Doc changes for RayInfo distance
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Doc changes for the containerRayCast DefineEngineFunction to include the
distance.
2012-10-06 13:15:09 +08:00
Steven Saric
75baf20d5f
Send back RayInfo distance with ContainerRayCast
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Added an 8th word to ContainerRayCast's return, which is the distance.
2012-10-06 13:03:16 +08:00
David Wyand
394d87cd54
Merge branch 'spawnsphere-transform' of https://github.com/eightyeight/Torque3D into eightyeight-spawnsphere-transform
2012-10-05 16:13:29 -04:00
David Wyand
75d9470029
Fix for Issue #66 for Skinned mesh crash
2012-10-04 19:06:43 -04:00
David Wyand
b211edb5e2
Fix for Issue #64 for GuiTabBookCtrl rendering
2012-10-04 17:36:15 -04:00
David Wyand
8f75a228f7
Fix for Issue #62 for Large decal disappears
2012-10-04 16:38:49 -04:00
thecelloman
d762ccd248
GuiHealthTextHud. A C++ GuiControl that replaces the scripted numerical health hud.
2012-10-04 16:02:01 -04:00
thecelloman
99e8bcb817
Add getMaxDamage() method. This will be needed for the forthcoming HealthTextHud GuiControl.
2012-10-04 15:55:46 -04:00
David Wyand
a3ca8b92ac
Merge branch 'aiplayer-fixes' of https://github.com/eightyeight/Torque3D into eightyeight-aiplayer-fixes
2012-10-04 14:00:00 -04:00
David Wyand
a6f54b7b44
Merge pull request #57 from DavidWyand-GG/issue56-ShapeEditorSaveCrash
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Fix for Issue #56 for ShapeEditor save crash
2012-10-03 15:10:44 -07:00
David Wyand
a1a5a2c3d7
Fix for Issue #56 for ShapeEditor save crash
2012-10-03 18:06:15 -04:00
Daniel Buckmaster
b097c76eda
Fixed stream read/write mismatch bug.
...
It was causing Vehicles to roll forwards with a constant velocity when
stationary, and ignore move->y.
2012-10-03 07:32:06 +10:00
Daniel Buckmaster
e3cb30bb1d
Added steering return to Vehicle.
...
It happens in Vehicle::updateMove so it can apply to all vehicle
subclasses. It is applied to both x and y steering.
2012-10-03 07:23:47 +10:00
David Wyand
2d9fa140ed
Merge branch 'linux' of https://github.com/just-bank/Torque3D into just-bank-linux
2012-10-02 13:25:08 -04:00
Daniel Buckmaster
eae9fc36e5
Added steering centre members to VehicleData.
...
steeringReturn is the main control for the amount of return in
the steering. Setting it to 0 (the default) disables steering return
completely.
steeringReturnSpeedScale is a multiplier on the amount of effect that
the vehicle's velocity has on its steering return.
powerSteering can be set to eliminate the effect of steering return on
user input. Without this flag set, the user will have a harder time
steering, because the wheels try to return as they steer. If this flag
is set, steering return will not be applied while the user is actually
steering, only when they release.
2012-10-02 21:02:42 +10:00
David Wyand
d38eb17056
Merge branch 'item-networking' of https://github.com/eightyeight/Torque3D into eightyeight-item-networking
2012-10-01 11:25:17 -04:00
bank
0ebafa695c
Fix crash on RHEL-based distros.
...
Looks like GCC (4.4.x) on RHEL is built with some optimization flags, which caused crash inside assembler code (when using inline-cast: uint->uchar->uint from GetNzbSubID down to find_maskwidth).
Tested this change on 7 different distros, so far - everything seems to be working.
2012-09-30 16:28:21 +04:00
bank
12dbf49533
Fixed building on GCC 4.7.x
2012-09-30 02:32:31 +04:00
Daniel Buckmaster
f10ea8bbd4
Fixed mAtRest logic when setting static flag.
2012-09-28 07:28:00 +10:00
Daniel Buckmaster
0f22ca64d4
Moved mask updated to protected member set functions.
2012-09-27 08:11:48 +10:00
Daniel Buckmaster
f69b4bb1f1
Added a console method to get an AIPlayer's move speed.
2012-09-26 23:30:20 +10:00
Daniel Buckmaster
a8205240e3
Made Item network members properly in the editor.
2012-09-26 23:28:58 +10:00
Daniel Buckmaster
7db02d1f80
Added a flag that sets the transform of spawned objects.
2012-09-26 23:27:36 +10:00
Daniel Buckmaster
90e022a100
Prevented #define for in VS2012.
2012-09-26 23:26:02 +10:00
DavidWyand-GG
eb71ebe306
Added support for FMOD 4.42.03 Stable
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The FMOD include files are now assumed to be located outside of the
Torque 3D directory structure. See
Tools/projectGenerator/modules/fmod.inc for the various methods to tell
the Project Generator how to find FMOD. If FMOD is installed in its
default location then nothing special is required.
2012-09-24 15:47:29 -04:00
bank
d2700f881c
Source changes needed for Linux build.
2012-09-23 15:31:56 +04:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00