Commit graph

30 commits

Author SHA1 Message Date
AlexBarys
3336fa11ee Fixed misspelling of dragCoefficient property
As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.
2017-04-26 13:10:32 -04:00
Areloch
ec8b657b71 Adds support for multiple textures used in the strike rendering per @RichardsGameStudio's help. 2017-01-19 19:15:50 -06:00
rextimmy
a3173b566e PhysicsShapeData examples 2017-01-03 10:24:47 +10:00
John3
c7917e566c cleanup observeParameters 2016-06-15 23:17:00 -05:00
John3
072e7ad563 clean up observeParameters 2016-06-15 23:02:42 -05:00
John3
66194245ff clean up energyPerDamagePoint 2016-06-15 23:00:13 -05:00
Areloch
98b3d3294d Merge of PR #855 2016-02-16 00:23:02 -06:00
Daniel Buckmaster
9622f93d05 Fix weapon image camera shake. 2014-12-07 20:59:17 +11:00
Azaezel
911aaddf7d firstPersonShadows:
follows up on 88bb577c82 (diff-b8335f02a980665dd7dc953db7a637ca) from way back when, and adds the script to turn on first person showing player shadows
2014-11-28 01:51:46 -06:00
Azaezel
5d5e878129 dynamic cubemap support for tsStatics
engine: implements the capacity for tsstatic objects to allow themselves to use the reflector system in order to display runtime generated cubemaps.
script: defines a calibrated reflectordesc that reflects all object types within the space of approximately half stock veiwdistance
usage: cubeReflectorDesc = DefaultCubeDesc placed in a given object-insatnces entry that uses a material with a dynamiccubemap = true; flag.
immediate purpose: consistency of application of materials.
long term impact: tags steps required in order to associate a given runtime generated cubemap with an object-instance. in the future, this is likely to give way to an area-derived cubemap based on the accumulation volume tech developed by Andrew Mac, or a screenspace reflection.
2014-10-23 20:48:58 -05:00
Daniel Buckmaster
a8d9f6c499 Fixed Full template art a bit.
Player can now swim properly, and the physical zone elevator is a bit
more helpful (i.e. it sends you to the landing rather than leaving you
floating in midair). Fiddled some more with PostFX settings.
2014-10-06 12:58:32 +11:00
Azaezel
10abee5e67 Fix for issue #660 with stated preferred decal. (The more complex example of the two possible.) 2014-05-19 10:18:46 -05:00
Azaezel
3fe7e55c38 assigns a texture to the player's LightPuff particle. assigns colorization and sound to stock terrain materials. for full reproduction verification, you'll find some soldier_riged.cs addTrigger entries at: http://www.garagegames.com/community/forums/viewthread/134669 (still haven't had time to revisit that and snag good looking times, but this'll leave just that for someone to knock out.) 2013-10-03 05:03:21 -05:00
thecelloman
d3d11e0a6c Remove unused and duplicate sounds. 2013-04-11 15:37:40 -04:00
thecelloman
bc9ec2fad3 Use correct dragCoefficient value in TeleportFlash 2013-04-09 06:24:19 -04:00
thecelloman
684dec4a12 Add and remove relevant file execs for the new weapon fx usage in previous commit, pull request #312 2013-04-08 12:40:46 -04:00
thecelloman
0ab520c001 Cleanup of weapon fx and assets.
This reduces duplication by grouping assets used by multiple weapons in one location: shared.
This reduces duplication and cleans particle fx that was spread across multiple files.  We now have rocketfx.cs and grenadefx.cs
This also fixes some minor particle fx console warnings/errors.
Fixed missing material for Cheetah Turret.
2013-04-08 07:09:55 -04:00
thecelloman
281897c41e Removing the Armor script class.
Using PlayerData as the generic namespace.  This is more inline with other default datablock methods.
2013-04-04 15:39:15 -04:00
SilentMike
8d0e6b8142 Merge pull request #299 from thecelloman/movelightassets
Moving the light related assets and data out of the core.
2013-04-04 11:49:24 -07:00
thecelloman
fb341fdf97 Moving the light related assets and data out of the core. 2013-04-02 19:44:31 -04:00
SilentMike
0e63ca1079 Merge pull request #293 from thecelloman/nobuggy
Removing the old TGE era "Buggy" vehicle.
2013-04-02 12:56:32 -07:00
thecelloman
aee045bd50 Removing the old TGE era "Buggy" vehicle. 2013-04-02 15:51:48 -04:00
thecelloman
65197aa753 Moved teleporter related particle data out of the managed data file and into art/datablock/teleporter.cs. I also corrected a bad filepath that would prevent mission loading. 2013-04-02 14:54:01 -04:00
thecelloman
1452c407d9 Set the Ryder as the default starting weapon instead of the Lurker. 2013-03-27 22:49:58 -04:00
thecelloman
07c16a2f38 Relocating the particles image directory out of art/shapes/particles to art/particles. This should be a more logical and intuitive location. Relevant managed particle related datablock save location defaults have been adjusted as well. 2013-03-25 16:49:08 -04:00
thecelloman
d1b18ad887 Some default particles now have additional defaults for their times[n] array. This resolves some console warning spam. 2013-03-22 16:29:15 -04:00
DavidWyand-GG
63b8c275a5 Fix for Issue #172 for Turret Crash on Dedicated Server
The Cheetah's turret fire sound datablock happened to be named the same
as the player's turret weapon's datablock.  This caused the sound
profile's description to be NULL on the dedicated server.
2012-12-13 16:46:05 -05:00
DavidWyand-GG
5dd5814a9b Fix for Issue #170 Asset loading under Linux 2012-12-12 13:53:32 -05:00
TwistedJenius
f922bc4fd0 AI related bug fixes and improvements.
Removed references to AIObjective and aiAvoidThis which are not used.
Made minor improvements to the spawning system in the aiPlayer.cs file.
2012-09-21 06:51:53 -05:00
DavidWyand-GG
f439dc8dcd Full Template for ticket #1 2012-09-19 11:54:25 -04:00