Commit graph

3499 commits

Author SHA1 Message Date
Daniel Buckmaster
f702063d0b Merge pull request #773 from eightyeight/remove-thread-sound
Removed ShapeBase::Thread::sound
2014-09-13 10:57:01 +10:00
Daniel Buckmaster
f799a2fd6e Merge pull request #769 from Azaezel/groundcoverMaterials
Adds material definitions for groundcover referencing.
2014-09-13 10:56:27 +10:00
Lukas Joergensen
ea4a8bb361 Proper rendering of basetexture
Now terrain basetexture is properly cleared and never transparent.
2014-09-10 17:33:09 +02:00
James Urquhart
057f91d373 Add vector include in compiler header for CodeStream 2014-09-08 11:27:01 +01:00
James Urquhart
06b463399b Function Call optimization is now optional
(Can cause a problem with package lookups)
2014-09-07 22:49:45 +01:00
James Urquhart
e6ccc26a87 Remove debug instruction dump 2014-09-07 22:07:22 +01:00
James Urquhart
73c51e5d1a Fix leak when freeing compiler stream 2014-09-07 21:49:05 +01:00
James Urquhart
1e44586606 Refactor TS compiler to not use the precompile step & also 64bit support
- Reduces headaches
- Expands STE entry size to allow for 64bit values
- Bonus: Adds in function lookup optimization from T2D
2014-09-07 21:43:56 +01:00
Azaezel
9318f8faf3 player triggers. these are what determine the timing ffor when footprint decals and a sound are played based on material configurations during a given animation. 2014-09-05 23:10:08 -05:00
Daniel Buckmaster
69179cf809 Removed ShapeBase::Thread::sound.
Weird feature that's not script-accessible or actually implemented.
2014-09-05 14:09:35 +10:00
Daniel Buckmaster
1b06b0d92e Merge pull request #649 from Azaezel/aiPlayer_utility
AIPlayer utility methods
2014-09-05 11:14:09 +10:00
Azaezel
ae55b5f552 Adds material definitions for groundcover referencing. 2014-09-01 19:39:29 -05:00
Daniel Buckmaster
225ef8a9ff Removed unused GFX interactive tests. 2014-09-01 08:39:59 +10:00
Daniel Buckmaster
fbd97b0cf8 Ported non-interactive window manager test. 2014-09-01 08:19:13 +10:00
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
rextimmy
1829deb432 - Added check in tsMesh::createTangents to check size of incoming normals 2014-08-27 11:55:59 +10:00
Lukas Joergensen
53f241974b Doing a hard compare instead of using step for blending factors 2014-08-25 21:08:39 +02:00
Lukas Joergensen
9612d3c290 BlendTotal is now an actual total rather than a max 2014-08-25 21:08:34 +02:00
Daniel Buckmaster
84ebe885e3 Merge pull request #760 from eightyeight/fix-thread-statics
Fixed thread statics
2014-08-21 11:16:39 +10:00
J0linar
83c8274952 -added Vignette PostFx
-added vignette to the Full and Empty Template
-added vignette to the PostEffect Manager
-added vignette Shader and .cs File
2014-08-20 06:22:10 +02:00
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
4110fe51b2 Fixed thread statics. 2014-08-20 10:00:46 +10:00
Daniel Buckmaster
c328cb53b1 Implemented physics collision for MeshRoad.
According to deepscratch's post in the forum:
http://www.garagegames.com/community/forums/viewthread/130181/1#comment-826897
2014-08-18 08:19:45 +10:00
Daniel Buckmaster
eeac48b4ea Ported platform timer test. 2014-08-16 13:48:01 +10:00
Daniel Buckmaster
2554cf6c1a Merge pull request #755 from eightyeight/fix_splash
Fix splashscreen
2014-08-16 13:21:47 +10:00
Daniel Buckmaster
e4f4305325 Merge pull request #756 from eightyeight/fix_dll_loading
Load new DLL first so existing projects don't see odd behavior
2014-08-16 13:21:28 +10:00
Daniel Buckmaster
868b20cfb5 Load new DLL first so old projects don't see odd behavior. 2014-08-16 11:55:46 +10:00
Daniel Buckmaster
76b2e4e975 Fixed template scripts. 2014-08-16 11:52:50 +10:00
Daniel Buckmaster
346ad5bdaa Finished up splash screen implementation.
* Added stub methods for non-Windows platforms
 * Move canvas show to after tools have loaded
 * Fix a tab
2014-08-16 11:28:53 +10:00
Daniel Buckmaster
5a1f6967ce Merge remote-tracking branch 'Areloch/SplashScreenFix' into development 2014-08-16 09:53:02 +10:00
Daniel Buckmaster
3c1cc9b32c Merge pull request #742 from dahnielson/dahnielson_cmake
Improving CMake build system for power users
2014-08-16 09:44:24 +10:00
Daniel Buckmaster
1bb95bdb81 Merge pull request #747 from BeamNG/fix_water_reflection
WaterObject reflection fix.
2014-08-16 09:43:49 +10:00
Scott Przybylski
2987681220 Alternate fix for GuiTreeView
Adding `mFlags.set(RebuildVisible)` to `GuiTreeView::onWake()` fixes the problem where the tree is not drawn correctly when nodes are expanded in the TorqueScript `GuiTreeView::onWake()` callback function.
2014-08-14 21:52:48 -07:00
Azaezel
9e404b3707 kills off the presence of a fake light when there are no others in a given scene 2014-08-14 21:46:48 -05:00
Scott Przybylski
e21a0876b6 GuiTreeView bug in buildVisibleTree
There was a bug in buildVisibleTree, it should be setting the RebuildVisible flag, not clearing it.

The clip rectangle did not appear to be updating when expanding items or calling scrollVisible, which expands all the items to make a particular item visible. This would cause part of the tree to be cut off.

Setting the RebuildVisible flag made the problem go away.
2014-08-14 00:59:07 -07:00
Daniel Buckmaster
96011623ef Ported thread pool and refcount tests. Failures, not sure why yet. 2014-08-09 11:32:46 +10:00
Daniel Buckmaster
5f42f63078 Fixed dates. 2014-08-09 11:31:29 +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
Lukas Joergensen
981b37e548 Re-enable MixedParticleRendering 2014-08-08 00:34:32 +02:00
Areloch
0878f005c0 Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.

This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Daniel Buckmaster
5c6d22a059 Ported process and journal tests. 2014-08-03 21:20:18 +10:00
LuisAntonRebollo
ada24b3d8c Fix WaterObject loose reflection bug. 2014-08-03 12:56:11 +02:00
Daniel Buckmaster
2f95583df8 Ported thread tests without the stress tests. 2014-08-02 16:43:29 +10:00
Daniel Buckmaster
85a0c1c59f Allow test flags to be specified, so we don't need TEST_STRESS. 2014-08-02 10:21:28 +10:00
Daniel Buckmaster
00ec14561b Add component test directory to project generator. 2014-08-01 15:02:24 +10:00