Vincent Gee
cb161ad5ff
Cleaning up and streamlining Types.h,
2014-11-04 07:50:24 -05:00
Daniel Buckmaster
2f416290ab
Merge pull request #788 from eightyeight/return-status-code
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Allow return status to be specified using quitWithStatus
2014-10-24 00:31:05 +11:00
LuisAntonRebollo
535f56af6e
Merge pull request #801 from eightyeight/gtest-tests
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Googletest tests
2014-10-02 01:31:13 +02:00
Daniel Buckmaster
bedde94a9f
Removed all local type definitions for GCC.
2014-09-29 14:31:07 +10:00
Daniel Buckmaster
fae1bad96c
All unit tests that run now pass.
2014-09-29 11:38:44 +10:00
Daniel Buckmaster
b173e5571c
Moved async packet queue test and commented it out.
2014-09-29 11:38:42 +10:00
Daniel Buckmaster
9f47032522
Allow return status to be specified using quitWithStatus.
2014-09-24 09:24:29 +10:00
Daniel Buckmaster
6fdebd16f6
Merge remote-tracking branch 'jamesu/simplify_compiler_ast' into x64
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Conflicts:
Engine/source/console/compiler.cpp
Engine/source/console/compiler.h
2014-09-15 11:50:32 +10:00
LuisAntonRebollo
fcf7bee64a
Fix x64 problems for WIN64.
2014-09-14 21:42:51 +02:00
LuisAntonRebollo
8ed0f508ca
Minimal changes to compile T3D on WIN64.
2014-09-14 21:39:56 +02:00
Daniel Buckmaster
7df5684af1
Removed old tests.
2014-09-01 07:58:19 +10:00
Daniel Buckmaster
b34afee979
Test Thread inheritance as well as callbacks.
2014-08-31 22:21:42 +10:00
Daniel Buckmaster
93325df0c4
Added thread safe container tests.
2014-08-31 22:21:21 +10:00
Daniel Buckmaster
5a430af051
Merge remote-tracking branch 'gg/development' into gtest-tests
2014-08-30 17:51:41 +10:00
Daniel Buckmaster
4c769627c3
Ported thread static stress test.
2014-08-20 11:55:21 +10:00
Daniel Buckmaster
fb408f3f01
Ported thread statics test.
2014-08-20 11:55:06 +10:00
Daniel Buckmaster
eeac48b4ea
Ported platform timer test.
2014-08-16 13:48:01 +10:00
Daniel Buckmaster
96011623ef
Ported thread pool and refcount tests. Failures, not sure why yet.
2014-08-09 11:32:46 +10:00
Daniel Buckmaster
e6d47c58f7
Avoid infinite loop waiting for DNS resolution.
2014-08-08 14:31:42 +10:00
Daniel Buckmaster
77381ac494
Ported networking test.
2014-08-08 13:17:14 +10:00
Daniel Buckmaster
2f95583df8
Ported thread tests without the stress tests.
2014-08-02 16:43:29 +10:00
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
Daniel Buckmaster
b43b6d2242
Ported basic platform types test.
2014-07-17 10:32:14 +02:00
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
56d434132e
Added optimistic profiler test.
2014-07-15 12:44:10 +02:00
Daniel Buckmaster
b7c720d01d
Reverted #540
2014-07-14 15:13:30 +02:00
Daniel Buckmaster
feec36731e
Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
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Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
LuisAntonRebollo
6450294855
Fixes for dedicated build on linux.
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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.
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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
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
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
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
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
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
489106ae5e
replaced UNUSED and assert combination by a fixed up assert macro - thanks luis! :)
2014-03-15 12:50:38 +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
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
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
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
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
Thomas Fischer
d45618936c
compile fix for rift sdk ver 0.2.2
2013-06-30 17:43:51 +02:00
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
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