Commit graph

15 commits

Author SHA1 Message Date
AzaezelX
8821f62b0c misc fixes
utilize specialty case soundarray macros.
 slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00
AzaezelX
93faa243ac cleanups for sound assets
removed redundant get<foo>Profile calls, correctly used a few in proxmine
2021-11-27 00:32:25 -06:00
AzaezelX
42d137f4a9 DECLARE_ASSET_ARRAY_SETGET is incompatible with INITPERSISTFIELD_SOUNDASSET_ENUMED 2021-10-03 15:20:08 -05:00
AzaezelX
98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
marauder2k7
57aceb60fb QOC
Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7
704eb27600 More Implements
-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
AzaezelX
afb39d398f code review:
1) got rid of evey class having it's own gravity
2) rigidshape inheritance simplifications
3) gravitymod from physicszones taking buoyancy into account natively (we still track raw bouyancy to cancel it out for player)
4) disableMove used throughout
5) items can now also be influenced by the appliedforce from physicszones
2020-10-02 13:53:46 -05:00
AzaezelX
245994dbdd Merge branch 'rigidshapeReorg' of https://github.com/Azaezel/Torque3D into alpha40_ReactiveRigidReorg
# Conflicts:
#	Engine/source/T3D/rigid.cpp
#	Engine/source/T3D/vehicles/vehicle.cpp
2020-01-22 05:33:47 -06:00
Areloch
37e030f8f4 Makes vehicles work with the physics plugins.
Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects.

Based on @rextimmy 's work.
2016-06-04 16:47:03 -05:00
Azaezel
6a930f3da1 rigid body on rigid body reactions 2016-01-21 19:05:48 -06:00
Azaezel
0678817217 redundancy kill-off 2016-01-21 18:31:47 -06:00
Azaezel
d6b6f36b0a rev 1 refactor for fitting rigidshape into the vehicle hierarchy.
cleaned a few, but by no means all redundancies.

DO NOTE THE FOLLOWING:

   ShapeBase::processTick(move);
    ShapeBase::interpolateTick(dt);

to avoid side effects for now. properly those would be retooled down the line to be more inheritance-friendly.
2016-01-21 18:14:15 -06:00
cpusci
4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
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
DavidWyand-GG
7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00