Azaezel
f9aa23f9c5
shadowvar cleanup
2018-03-15 21:41:17 -05:00
Azaezel
46bbb88d71
CollisionState membervar clarification
2018-03-15 17:31:28 -05:00
Azaezel
e23487b4b1
groundcover shadowvar cleanup
2018-03-15 15:37:04 -05:00
Azaezel
0a80dac669
shadowvar cleanup
2018-03-14 17:42:18 -05:00
Azaezel
c01b149e74
XXXVehicle::updateEmitter cleanups
2018-03-14 17:41:29 -05:00
Azaezel
29245ed7e4
doubleup on dt (usually denotes delta-time. in this case also incorporates time-of-collision)
2018-03-14 17:39:50 -05:00
Azaezel
e126ca1823
PolyhedronVectorData core membervar cleanups
2018-03-14 15:18:00 -05:00
Azaezel
99aa6263e6
layer, and playerControllerComponent shadowvar cleanups
2018-03-14 13:12:26 -05:00
Azaezel
45a4de7c4a
shadowvar cleanups for scattersky and accumulationVolume
2018-03-13 21:29:09 -05:00
Azaezel
53869600cc
netObject classvar cleanups
2018-03-13 21:27:31 -05:00
Azaezel
656c81dd39
ribbon classvar cleanup
2018-03-13 21:24:37 -05:00
Azaezel
e24e917cf9
MountedImage& image = mMountedImageList[i]; clarification cases
2018-03-13 19:29:08 -05:00
Azaezel
3ceaa0ed50
cleaned up member::radius
2018-03-13 15:31:00 -05:00
Azaezel
242a51eefe
bounds to mBounds conflict avoidance
2018-03-13 01:05:15 -05:00
Azaezel
a061af68d2
delta to mDelta to resolve another class var vs method var confusionpoint
2018-03-12 23:07:34 -05:00
Glenn Smith
6b024b21bf
As suggested, extract strlen calls from sizes into variables so it isn't called twice
2018-03-08 20:59:40 -05:00
Areloch
b21c139850
Missed a cleanup line.
2018-03-07 01:30:44 -06:00
Glenn Smith
a94587af43
Use strncpy instead of strcpy because again, buffer overflows
2018-03-06 02:35:33 -05:00
Glenn Smith
1728fe39ad
Use strncat instead of strcat to prevent some buffer overflows
2018-03-06 00:48:44 -05:00
Areloch
43ca2c5bc2
Cleanup of export function to remove redundant arg
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Removed unused var
Cleaned up collision export on convexShape
Added prefab export functionality
2018-03-04 16:03:39 -06:00
Areloch
501a322435
Adds handling for the proper updated exporting of mesh for convexShapes
2018-03-04 15:10:44 -06:00
Areloch
f309b736ca
Expanded mesh baking functionality, now supporting baking of LODs and Collision meshes
2018-03-01 01:51:18 -06:00
Areloch
0d2705d815
Merge branch 'development' into issue_2115
2018-02-14 01:43:34 -06:00
Areloch
e18661d861
Merge pull request #2190 from Areloch/AssetCodeCleanupRoundOne
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Some code cleanup on assets, entities and components, round 1
2018-02-13 14:54:50 -06:00
Azaezel
324c2faf95
don't try to physically interact with a prefab with invalid entries
2018-02-12 11:48:13 -06:00
Areloch
7fd04eabaf
Update meshRenderSystem.cpp
2018-02-11 02:09:53 -06:00
Bloodknight
c8e9b85ed3
Merge branch 'development' into issue_2115
2018-02-05 15:59:33 +00:00
Areloch
c337649019
Some code cleanup, tweak and optimizations for assets, entities and components.
2018-02-04 16:21:07 -06:00
Areloch
5ad9ae30bb
Bugfixes and improvements for the animation component and related asset behavior.
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Adds in ability to establish a shape animation asset as being cyclic or blended.
Adds functionality for blended animations to integrated into shapeAssets.
2018-02-04 14:31:28 -06:00
rextimmy
032a801a99
gcc/clang build fix
2018-02-04 09:32:39 +10:00
Areloch
8bd533e001
Adds the Systems for the Entity-Component-Systems setup.
2018-01-28 16:58:00 -06:00
Areloch
6eec7aae2f
Added Sound Component
2018-01-28 15:17:14 -06:00
Areloch
8eb442490a
Updates to component classes -
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Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00
Areloch
4341428d53
Asset Browser initial implementation - Asset updates.
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Script execution on certain existing assets, new asset types and some tweaks to the managers.
2018-01-28 14:48:02 -06:00
Marc Chapman
af62b5c0a9
Phase 2: #ifdef for Zodiacs and particles
2018-01-23 22:03:18 +00:00
Marc Chapman
1c2effd7fa
Phase 1: Add a #define test
2018-01-23 20:24:35 +00:00
rextimmy
3bbdd9b155
PhysX 3.4 implementation
2018-01-19 22:34:26 +10:00
Areloch
463cd50d0a
Merge pull request #2133 from lukaspj/console-function-errors
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Fix minor errors in console function definitions
2018-01-10 13:52:33 -06:00
Azaezel
491a7dcfdd
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
2017-12-27 22:57:47 -06:00
Lukas Joergensen
3bc46a8376
Cleanup of the elements exposed to the console
2017-12-10 19:02:20 +01:00
Lukas Joergensen
e7414e95a8
Fix minor errors in console function definitions
2017-12-08 21:08:35 +01:00
Azaezel
0079899281
new method: TSShapeInstance::resetMaterialList(). Sets all object-instance mapto values back to initial state. reskin now does so to avoid having to track origional values independently. (so say, if you've already got skin1 plugged in to one, and nothing in to another, no need to set skin1=skin2 on the first and skin2 or base=skin2 on the second to swap both on over to skin2).
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also by request, went ahead and killed case sensitivity for mapto string replacement when reskinning.
2017-11-12 23:58:34 -06:00
Areloch
6bdbac6e38
Merge pull request #2097 from Areloch/Entity_Component_Improvements
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Fixes up various parts of the entity and component classes.
2017-10-26 02:41:42 -05:00
Areloch
6ce53c45f0
Removes EXTENDED_MOVE block because that's mostly for VR and we'll be implementing a separate VR controller.
2017-10-18 00:26:57 -05:00
Areloch
df9deea1a8
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Areloch
3e26684202
Fixes up various parts of the entity and component classes.
2017-10-15 04:42:30 -05:00
Areloch
9a207ca6b0
Adds functionality to automate convex proxy objects for appropriate types. Instead of having to manually convert a zone or portal or occlusion volume to convex to edit it's shape, then back again, simply entering the convex editor will automatically convert them to proxy convex shapes, with a special material to denote them.
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When the convex shape editor is exited, it converts them back to their original type, with the changes made to the proxy convex applied to them.
2017-10-12 01:41:27 -05:00
Areloch
35d649b57e
Merge pull request #2056 from Bloodknight/afx_merge_main
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Afx merge main
2017-10-11 08:47:47 -05:00
Azaezel
b63d07616e
adds fallbacks to the aiTurret's scannode to operate similar to the aimNode, letting folks skip out on adding either and just using pitch (or failing that, heading)
2017-09-29 15:54:55 -05:00
Areloch
6206816ee1
Merge pull request #2045 from OTHGMars/PhysShapeChange
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PhysicsShapeData collision fix
2017-08-04 00:33:26 -05:00