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assets
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Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
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2021-09-29 06:31:56 +01:00 |
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decal
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decal safeties via if (mMaterialAsset.notNull() && mMaterialAsset->getStatus() == MaterialAsset::Ok)
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2021-08-17 15:27:23 -05:00 |
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examples
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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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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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Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
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2021-09-29 06:31:56 +01:00 |
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gameBase
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Fix buffer corruption.
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2021-09-07 21:52:36 -04:00 |
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lighting
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Added getShapeConstructorFilePath console function on shapeAsset
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2021-08-02 04:20:27 -05:00 |
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physics
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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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sceneComponent
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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sfx
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Initial hook-in of the sound asset's integration into sfxEmitter, as well as some fixups for editor/workflow usage.
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2021-08-31 00:54:05 -05:00 |
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turret
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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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vehicles
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-SoundAsset added init for enum types.
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2021-09-28 23:36:04 +01:00 |
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accumulationVolume.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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accumulationVolume.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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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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Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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2014-11-03 22:42:51 -05:00 |
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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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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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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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cameraSpline.h
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safety check
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2020-07-03 15:47:05 -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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More updating of editor icons to assets
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2021-08-07 19:27:01 -05:00 |
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convexShape.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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debris.cpp
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preload materials for shapebasedatas and debris
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2021-08-09 16:14:10 -05:00 |
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debris.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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gameFunctions.cpp
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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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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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Removing stuff pertaining to demo modes and trials, as they're redundant now.
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2015-07-01 23:36:56 -05:00 |
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gameTSCtrl.h
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Removing stuff pertaining to demo modes and trials, as they're redundant now.
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2015-07-01 23:36:56 -05:00 |
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groundPlane.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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groundPlane.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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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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guiNoMouseCtrl.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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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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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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levelInfo.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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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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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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lightFlareData.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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missionArea.cpp
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Use fixed buffer size var when allocating return buffer from console.
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2014-06-11 13:09:55 +04:00 |
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missionArea.h
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Updated logic in MissionArea::getServerObject.
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2012-11-14 09:25:38 +11:00 |
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missionMarker.cpp
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Merge branch 'method_Unmangle' into PBR_PR
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2018-12-12 14:54:22 -06:00 |
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missionMarker.h
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WaypointTeam never worked and if you look at the code you can see its not very clean.
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2014-11-04 20:14:50 -05:00 |
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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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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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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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pathCamera.cpp
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Fix stack balancing problems by refactoring execution calls
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2015-02-08 00:08:18 +00:00 |
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pathCamera.h
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Fix stack balancing problems by refactoring execution calls
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2015-02-08 00:08:18 +00:00 |
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pathShape.cpp
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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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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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Merge pull request #2236 from Azaezel/memberMess
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2018-05-30 20:36:43 -05:00 |
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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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Committing player separately.
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2021-09-29 11:41:57 +01:00 |
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player.h
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Committing player separately.
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2021-09-29 11:41:57 +01:00 |
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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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prefab.cpp
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Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
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2021-09-19 01:01:47 -05:00 |
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prefab.h
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Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
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2021-09-19 01:01:47 -05:00 |
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projectile.cpp
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Checks for emptyString in preload
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2021-09-28 21:10:48 +01:00 |
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projectile.h
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clean out of the manual getSFXProfile() methods
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2021-09-26 20:07:49 -05:00 |
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proximityMine.cpp
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More turns
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2021-09-20 14:17:10 +01:00 |
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proximityMine.h
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More turns
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2021-09-20 14:17:10 +01:00 |
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resource.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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rigidShape.cpp
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Preload all soundAsset
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2021-09-20 17:05:11 +01:00 |
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rigidShape.h
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QOC
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2021-09-20 17:57:16 +01:00 |
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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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shapeBase.cpp
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preload materials for shapebasedatas and debris
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2021-08-09 16:14:10 -05:00 |
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shapeBase.h
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Another way of doing shapeBase, this requires fewer changes but will have an empty asset in each stateData until it is filled with an asset.
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2021-09-29 12:48:37 +01:00 |
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shapeCollision.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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shapeImage.cpp
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Another way of doing shapeBase, this requires fewer changes but will have an empty asset in each stateData until it is filled with an asset.
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2021-09-29 12:48:37 +01:00 |
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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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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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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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Expand EngineAPI type definitions
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2020-11-15 21:30:45 +01:00 |
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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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Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
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2021-09-19 01:01:47 -05:00 |
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tsStatic.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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zone.cpp
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Merge branch 'alpha40_zonePicker2' of https://github.com/Azaezel/Torque3D into Preview4_0
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2020-03-21 01:06:03 -05:00 |
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zone.h
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select within zone pushbutton
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2020-01-16 21:07:37 -06:00 |