Torque3D/Templates/BaseGame/game/core
Jeff Hutchinson 41bd5ef6b6 remove FMODex from Torque3D
The current version of FMod in Torque3D uses the legacy ex plugin, which hasn't been around for a long time.
2021-09-11 16:29:32 -04:00
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clientServer Merge remote-tracking branch 'devhead/Preview4_0' into tsneo 2021-08-13 20:14:39 -04:00
console Merge remote-tracking branch 'devhead/Preview4_0' into tsneo 2021-08-13 20:14:39 -04:00
gameObjects Added getShapeConstructorFilePath console function on shapeAsset 2021-08-02 04:20:27 -05:00
gui Added getShapeConstructorFilePath console function on shapeAsset 2021-08-02 04:20:27 -05:00
lighting replace new with singletone to fix cannot re-declare object lof file spam 2021-09-08 15:18:04 +01:00
postFX Merge remote-tracking branch 'devhead/Preview4_0' into tsneo 2021-08-13 20:14:39 -04:00
rendering (re) add collision yo noshape.dts 2021-09-09 18:33:03 -05:00
sfx remove FMODex from Torque3D 2021-09-11 16:29:32 -04:00
utility * BugFix: Correct $i and %i interchangeably being used in parseArgs.tscript. 2021-08-20 20:38:24 -04:00
core.module followup: readd, and rename the module.ScriptFile entries to thier lower case 2021-07-20 12:15:05 -05:00
core.tscript followup: readd, and rename the module.ScriptFile entries to thier lower case 2021-07-20 12:15:05 -05:00
settings.xml Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 2020-02-04 01:47:28 -06:00