Daniel Buckmaster
0213fc4a34
Fix #258
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No harm in it, and we can close the issue now.
2014-11-26 14:48:29 +11:00
Daniel Buckmaster
11c70262c4
Fix #741
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Local variable was used incorrectly. Did not result in any bugs, just a small amount of unnecessary network traffic.
2014-11-26 14:20:11 +11:00
Daniel Buckmaster
c08413ffde
Merge pull request #919 from lukaspj/Network-BaseTexFormat-Fix
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BaseTexFormat was not networked properly.
2014-11-26 10:30:20 +11:00
LuisAntonRebollo
a7434635cb
Fix TAB vs Spaces on Engine/source/gfx/primBuilder.cpp
2014-11-25 22:43:22 +01:00
Daniel Buckmaster
9150afe81a
Merge pull request #902 from Winterleaf/Types.h
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Cleaning up and streamlining Types.h,
2014-11-24 11:09:02 +11:00
Daniel Buckmaster
2546eec014
Merge pull request #877 from GarageGames/revert-794-euler_to_quat_revert
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Revert "Euler to quat reversion"
2014-11-24 11:02:00 +11:00
Daniel Buckmaster
ae00e3046f
Merge pull request #955 from Azaezel/EvalReturn_issue_953
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Eval return issue 953 and trace buffer 952
2014-11-24 10:57:14 +11:00
Daniel Buckmaster
4769bba003
Merge pull request #958 from skaughtx0r/Fix-GuiTreeView-buildVisibleTree
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Fix gui tree view build visible tree
2014-11-23 15:52:31 +11:00
Daniel Buckmaster
22b8fe894f
Implemented physics collision for MeshRoad.
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According to deepscratch's post in the forum:
http://www.garagegames.com/community/forums/viewthread/130181/1#comment-826897
2014-11-22 18:25:58 +11:00
Daniel Buckmaster
826b81fc20
Merge pull request #889 from Winterleaf/mEase-Improvements
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Improvements to the math in mEase
2014-11-22 18:21:01 +11:00
Azaezel
4ea051a939
tabs
2014-11-20 14:38:17 -06:00
Azaezel
1c4cc888f8
fix for issue #953 , courtesy of @jamesu. trace buffer was truncating values.
2014-11-20 14:20:54 -06:00
Azaezel
3039f4399d
eval(methodWithReturnValue) wasn't passing along it's return value though the stringstack.fix courtessy of @jamesu
2014-11-20 14:17:59 -06:00
Vincent Gee
c5f81a85f5
Renamed LOD to Fade.
2014-11-20 08:00:26 -05:00
Vincent Gee
98f718552d
Fixed mAsin back to mSin
2014-11-17 21:18:52 -05:00
Thomas Fischer
e7a4d61772
Merge pull request #894 from Winterleaf/Dev---Volume.cpp
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Added Sanity Check for out of memory
2014-11-17 18:03:21 +01:00
Thomas Fischer
469fe3afa7
Merge pull request #758 from eightyeight/meshroad_physics_collision
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Implemented physics collision for MeshRoad
2014-11-17 17:45:00 +01:00
Areloch
b5ce3fa8ad
Merge pull request #903 from Winterleaf/MissionMarker
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Looks good, don't see any problems. Merged.
2014-11-13 21:48:58 -06:00
Daniel Buckmaster
895cf59500
Merge pull request #890 from Winterleaf/Dev-depthSortList.cpp
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Minor Improvement to depthSortList.cpp
2014-11-12 09:52:50 +11:00
Daniel Buckmaster
1f0209db78
Merge pull request #917 from jamesu/fix_audio_print
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Fix bug where console stack was incorrectly used to print audio devices
2014-11-12 09:37:16 +11:00
LuisAntonRebollo
dd08fd2e7d
Add OpenGL support.
2014-11-08 20:21:50 +01:00
LuisAntonRebollo
417a7ec4c4
Remove old/unused OpenGL files.
2014-11-08 19:03:17 +01:00
LuisAntonRebollo
259030de47
Fix imposter capture on OpenGL.
2014-11-08 18:57:45 +01:00
LuisAntonRebollo
eb200c988c
Changes on PostFX for OpenGL.
2014-11-08 18:56:39 +01:00
LuisAntonRebollo
61d3e52ad1
Changes on ShaderGen for generate GLSL shaders.
2014-11-08 18:40:33 +01:00
LuisAntonRebollo
c0b2e6536b
Reduce innecesary changes on Render Target textures.
2014-11-08 18:34:21 +01:00
LuisAntonRebollo
1ac8fab884
Changes for get necesary sampler names for OpenGL shaders.
2014-11-08 18:31:14 +01:00
LuisAntonRebollo
b81ebaa386
Set correct terrain layer texture format.
2014-11-08 18:19:14 +01:00
LuisAntonRebollo
7f183ef9e5
Separate OpenGL code from Linux or Mac.
2014-11-08 18:15:49 +01:00
LuisAntonRebollo
f101fbe820
Remove unnecesary code for handle OpenGL.
2014-11-08 18:11:35 +01:00
LuisAntonRebollo
53ac49ee91
Change RenderParticleMgr for use sampler names instead of harcoded locations for allow OpenGL.
2014-11-08 18:03:49 +01:00
LuisAntonRebollo
cc16277ce6
Add GFXDevice::setupGenericShader for fix render on non FFP.
2014-11-08 17:59:36 +01:00
LuisAntonRebollo
fa1b2d87b1
Fix PrimBuild with non Fixed Function Pipeline.
2014-11-08 17:55:37 +01:00
LuisAntonRebollo
79e158d528
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
2014-11-08 17:50:37 +01:00
Azaezel
034de4f84b
turret tracking correction
2014-11-08 00:08:09 -06:00
Daniel Buckmaster
c354f59b72
Merge pull request #922 from eightyeight/fix-http-post
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Make HTTPObject::post work
2014-11-08 15:35:32 +11:00
Daniel Buckmaster
697dbb13b3
Make HTTPObject::post work.
2014-11-08 15:34:15 +11:00
rextimmy
664595ef9e
- Fixed memory leak when creating terrain with physx 3
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- Fixed terrain tessellation with physx 3
2014-11-08 14:08:59 +10:00
LukasPJ
537441fc15
Remove warning
2014-11-08 05:04:42 +01:00
LukasPJ
f481d31285
BaseTexFormat was not networked properly.
2014-11-08 04:58:56 +01:00
LukasPJ
ad7b75de09
Fix for fuzzy borders between textures
2014-11-08 04:58:01 +01:00
James Urquhart
20acbfed04
Fix late night coding issue
2014-11-08 00:14:56 +00:00
James Urquhart
0e87023e46
Fix problem with formatting
2014-11-08 00:01:01 +00:00
James Urquhart
d041cbbb7a
Fix bug where console stack was incorrectly used to print audio devices
2014-11-07 23:54:08 +00:00
Vincent Gee
7b05314901
fixed tabs
2014-11-06 10:44:55 -05:00
Vincent Gee
c4e3a68f7c
Added Alpha LOD to tsStatic objects.
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This allows designers to set the start and end distance for Alpha LOD on objects.
2014-11-06 08:54:49 -05:00
Vincent Gee
578c4e8f4f
Removed Tabs, added check on connection
2014-11-06 08:38:05 -05:00
Vincent Gee
2f48f31a6f
Fixed String comparisons.
2014-11-05 23:29:08 -05:00
Vincent Gee
55bdfe5dc3
This adds limiting the ghost data to a specific area around the client.
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By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding
visibleGhostDistance = "1000";
Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION
The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance
The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
2014-11-05 23:14:39 -05:00
Vincent Gee
26c5451593
fixed capital T
2014-11-05 17:41:31 -05:00