Commit graph

11 commits

Author SHA1 Message Date
Ben Payne c50c88d071 Fix use-after-delete errors 2014-12-11 19:09:01 -05:00
Thomas Fischer cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
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
Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts:
	Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
thecelloman 24f951ed34 Removing a duplicate CorrectMuzzleVector initPersistFields() entry. 2013-10-28 00:00:46 -04:00
DavidWyand-GG edaecf0a5b Mounted image weapon light fix
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
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
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
DavidWyand-GG 660250cccf Game cam and eye banking, control schemes
- 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 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00