mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-24 00:53:47 +00:00
Fixed multiple case sensitivity issues Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core Fixes undeeded namespace declaration in an inline operator function Cleaned up/reordered some modules default in the data dir WIP of Das Boot test map Begun refactoring visualizer tools Added default cloud and water textures to core/rendering so water and cloud objects work correctly Added default Fog_Cube mesh so volumetric fog works correctly
37 lines
No EOL
1 KiB
C#
37 lines
No EOL
1 KiB
C#
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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
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// First, a client will always create a server in the event that they want to host a single player
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// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
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// in the networking short-circuited to sidestep around lag and packet transmission times.
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// initServer() is called, loading the default server scripts.
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// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
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// to prep a playable client session.
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// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
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// connected to it via createAndConnectToLocalServer().
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function pbr::create( %this )
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{
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}
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function pbr::destroy( %this )
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{
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}
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function pbr::onCreateServer(%this)
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{
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}
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function pbr::onDestroyServer(%this)
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{
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}
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function pbr::onCreateClient(%this)
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{
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}
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function pbr::onDestroyClient(%this)
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{
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} |