- 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.
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.
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.
- 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*.
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
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.
- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
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.
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.
- 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
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.
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.
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.
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.