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assets
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soundAsset profile and description getter fixes
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2022-07-27 16:28:07 -05:00 |
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decal
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let me underscore this is painfully incorrect and we'll want to revisit it when we have more time, but... this seems to fix mangled decal and decalroad rendering
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2022-06-07 22:06:48 -05:00 |
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examples
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Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
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2022-04-06 01:08:20 -05:00 |
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fps
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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fx
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targeted fix for #45
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2022-07-31 13:24:01 -05:00 |
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gameBase
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Adds safety check to SoundAsset's playSound so if we don't have a source, it doesn't crash
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2022-06-03 02:04:39 -05:00 |
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lighting
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Merge pull request #713 from Ragora/feature-vfs-security
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2022-06-16 21:23:49 -05:00 |
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physics
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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sceneComponent
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sfx
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Fixes issue with using Edit Asset in RMB menu in AB on datablocks where it wouldn't correctly recognize the datablock
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2022-07-02 23:27:18 -05:00 |
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turret
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* Feature: Implement a TurretObjectType bit for typemasks.
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2021-11-10 19:34:32 -05:00 |
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vehicles
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cleanups for sound assets
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2021-11-27 00:32:25 -06:00 |
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accumulationVolume.cpp
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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accumulationVolume.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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aiClient.cpp
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Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
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2020-10-03 14:37:55 +02:00 |
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aiClient.h
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aiConnection.cpp
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Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic
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2018-04-20 22:09:58 +02:00 |
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aiConnection.h
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aiPlayer.cpp
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Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
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2020-10-03 14:37:55 +02:00 |
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aiPlayer.h
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anim-clip -- sequence selection by afx effects
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2017-07-27 00:31:43 +01:00 |
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camera.cpp
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Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera
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2017-05-15 00:58:36 -05:00 |
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camera.h
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Implementation of guiRenderTargetVizCtrl
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2020-10-03 00:58:38 +02:00 |
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cameraSpline.cpp
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pathshape cleanups and callbacks
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2022-07-27 16:35:09 -05:00 |
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cameraSpline.h
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pathshape cleanups and callbacks
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2022-07-27 16:35:09 -05:00 |
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containerQuery.cpp
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enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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2017-07-27 01:10:20 +01:00 |
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containerQuery.h
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clang: constructor initialization order
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2016-10-14 18:16:55 -05:00 |
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convexShape.cpp
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Fixes bounds scaling issue making the object box in the editor be double the convex's size
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2022-06-12 04:27:32 -05:00 |
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convexShape.h
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set convexshape to use a standard vertex type
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2022-05-29 13:18:01 -05:00 |
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debris.cpp
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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debris.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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gameFunctions.cpp
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* Feature: Implement a TurretObjectType bit for typemasks.
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2021-11-10 19:34:32 -05:00 |
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gameFunctions.h
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Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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2017-07-07 02:55:56 -05:00 |
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gameTSCtrl.cpp
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gameTSCtrl.h
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groundPlane.cpp
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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groundPlane.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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guiMaterialPreview.cpp
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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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guiMaterialPreview.h
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guiNoMouseCtrl.cpp
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guiObjectView.cpp
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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guiObjectView.h
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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item.cpp
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code review:
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2020-10-02 13:53:46 -05:00 |
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item.h
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code review:
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2020-10-02 13:53:46 -05:00 |
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levelInfo.cpp
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fix sDefaultAmbience intialization.
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2022-05-16 19:22:25 -05:00 |
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levelInfo.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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lightAnimData.cpp
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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lightAnimData.h
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Hides some light fields for local lights that are intended for PSSM's, thus useless.
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2020-08-02 23:47:20 -05:00 |
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lightBase.cpp
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Updated Assimp
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2020-03-19 09:47:38 -05:00 |
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lightBase.h
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localRenderViz -- Implements per-light renderViz setting.
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2017-07-27 01:15:57 +01:00 |
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lightDescription.cpp
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looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
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2019-09-20 14:45:05 -05:00 |
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lightDescription.h
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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lightFlareData.cpp
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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lightFlareData.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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missionArea.cpp
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missionArea.h
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missionMarker.cpp
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sanity checks
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2022-04-05 20:17:51 -05:00 |
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missionMarker.h
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notesObject.cpp
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mac compile fixes
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2020-11-06 02:11:13 -06:00 |
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notesObject.h
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Adds a notes object that only displays in the editor, useful for when working on maps.
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2020-08-17 16:41:59 -05:00 |
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objectTypes.h
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Scaling correction to probes in deferred mode to improve parallax adjustment
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2022-02-13 19:24:01 -06:00 |
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occlusionVolume.cpp
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PolyhedronVectorData core membervar cleanups
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2018-03-14 15:18:00 -05:00 |
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occlusionVolume.h
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pathCamera.cpp
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pathCamera.h
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pathShape.cpp
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pathshape cleanups and callbacks
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2022-07-27 16:35:09 -05:00 |
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pathShape.h
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truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden.
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2020-01-11 23:58:30 -06:00 |
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physicalZone.cpp
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Improves logical checks for the default value so it's more sane and stable
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2022-02-14 01:07:39 -06:00 |
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physicalZone.h
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enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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2017-07-27 01:10:20 +01:00 |
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player.cpp
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particle emission safeties
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2022-07-27 16:26:58 -05:00 |
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player.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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pointLight.cpp
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Hides some light fields for local lights that are intended for PSSM's, thus useless.
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2020-08-02 23:47:20 -05:00 |
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pointLight.h
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portal.cpp
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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2017-06-23 11:36:20 -05:00 |
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portal.h
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prefab.cpp
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Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
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2022-04-06 01:08:20 -05:00 |
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prefab.h
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Fixed uninitialized values for renderMeshExample and renderShapeExample which would cause a crash on creation
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2022-04-06 01:08:20 -05:00 |
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projectile.cpp
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minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated
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2021-10-14 15:05:49 -05:00 |
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projectile.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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proximityMine.cpp
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cleanups for sound assets
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2021-11-27 00:32:25 -06:00 |
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proximityMine.h
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code duplication prune. should aid in stability
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2021-10-03 02:56:26 -05:00 |
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resource.h
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rigid.cpp
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backend fix: rigid on rigid collisions
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2016-01-21 19:04:58 -06:00 |
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rigid.h
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rigidShape.cpp
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cleanups for sound assets
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2021-11-27 00:32:25 -06:00 |
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rigidShape.h
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cleanups for sound assets
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2021-11-27 00:32:25 -06:00 |
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Scene.cpp
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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Scene.h
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Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0
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2020-09-11 03:21:56 -05:00 |
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scopeAlwaysShape.cpp
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shapeBase.cpp
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Cleaned up implementation of #712
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2022-01-03 20:57:10 -06:00 |
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shapeBase.h
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Adds safety check to SoundAsset's playSound so if we don't have a source, it doesn't crash
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2022-06-03 02:04:39 -05:00 |
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shapeCollision.cpp
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shapeImage.cpp
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Adjusts handling for special-case networking of sound assets where we may need to account for stuff like SFXPlaylists. DB names aren't transported, so we need to do Id lookups
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2022-06-04 00:59:06 -05:00 |
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spotLight.cpp
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Hides some light fields for local lights that are intended for PSSM's, thus useless.
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2020-08-02 23:47:20 -05:00 |
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spotLight.h
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staticShape.cpp
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connects staticshape::unmount to the parent chain so it can actually do so
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2021-06-07 15:03:23 -05:00 |
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staticShape.h
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truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden.
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2020-01-11 23:58:30 -06:00 |
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trigger.cpp
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Improves logical checks for the default value so it's more sane and stable
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2022-02-14 01:07:39 -06:00 |
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trigger.h
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aitriggers a navtool. not ready for general consumption just yet
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2020-09-04 19:34:17 -05:00 |
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tsStatic.cpp
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tsstatic aug cleanups
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2022-08-07 15:16:08 -05:00 |
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tsStatic.h
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forgot the.h
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2022-08-07 15:55:42 -05:00 |
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zone.cpp
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fix TORQUE_TOOLS = off compilation
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2022-06-13 12:38:08 -05:00 |
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zone.h
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fix TORQUE_TOOLS = off compilation
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2022-06-13 12:38:08 -05:00 |