Torque3D/Engine/source/T3D
Areloch 11d9a13c6a Merge pull request #2255 from pacomont/Particles_go_downwind
Particles should go downwind (while windCoefficient >0)
2018-07-12 15:34:35 -05:00
..
assets Merge pull request #2190 from Areloch/AssetCodeCleanupRoundOne 2018-02-13 14:54:50 -06:00
components Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-03-28 15:42:34 -05:00
decal Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-04-23 10:08:14 -05:00
examples bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
fps 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 2017-06-23 11:36:20 -05:00
fx Merge pull request #2255 from pacomont/Particles_go_downwind 2018-07-12 15:34:35 -05:00
gameBase gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
physics bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
sceneComponent Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
sfx clang: constructor initialization order 2016-10-14 18:16:55 -05:00
systems shadowvar cleanup 2018-03-14 17:42:18 -05:00
turret Merge pull request #2092 from Azaezel/AIAimpoint 2018-04-30 23:40:15 -05:00
vehicles gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
accumulationVolume.cpp shadowvar cleanups for scattersky and accumulationVolume 2018-03-13 21:29:09 -05:00
accumulationVolume.h cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
aiClient.cpp Fixed String comparisons. 2014-11-05 23:29:08 -05:00
aiClient.h Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
aiConnection.cpp Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
aiConnection.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
aiPlayer.cpp anim-clip -- sequence selection by afx effects 2017-07-27 00:31:43 +01:00
aiPlayer.h anim-clip -- sequence selection by afx effects 2017-07-27 00:31:43 +01:00
camera.cpp Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera 2017-05-15 00:58:36 -05:00
camera.h obj-select -- object selection functionality 2017-07-26 23:59:44 +01:00
cameraSpline.cpp suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 2016-06-21 20:53:08 -05:00
cameraSpline.h suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 2016-06-21 20:53:08 -05:00
containerQuery.cpp enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
containerQuery.h clang: constructor initialization order 2016-10-14 18:16:55 -05:00
convexShape.cpp Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-03-28 15:42:34 -05:00
convexShape.h Cleanup of export function to remove redundant arg 2018-03-04 16:03:39 -06:00
debris.cpp gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
debris.h datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
entity.cpp shadowvar cleanup 2018-03-16 11:13:26 -05:00
entity.h Some code cleanup, tweak and optimizations for assets, entities and components. 2018-02-04 16:21:07 -06:00
gameFunctions.cpp 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. 2017-07-07 02:55:56 -05:00
gameFunctions.h 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. 2017-07-07 02:55:56 -05:00
gameTSCtrl.cpp Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
gameTSCtrl.h Removing stuff pertaining to demo modes and trials, as they're redundant now. 2015-07-01 23:36:56 -05:00
groundPlane.cpp Phase 2: #ifdef for Zodiacs and particles 2018-01-23 22:03:18 +00:00
groundPlane.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiMaterialPreview.cpp cleaned up member::radius 2018-03-13 15:31:00 -05:00
guiMaterialPreview.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiNoMouseCtrl.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
guiObjectView.cpp cleaned up member::radius 2018-03-13 15:31:00 -05:00
guiObjectView.h 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 2017-06-23 11:36:20 -05:00
item.cpp Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-03-28 15:42:34 -05:00
item.h delta to mDelta to resolve another class var vs method var confusionpoint 2018-03-12 23:07:34 -05:00
levelInfo.cpp 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 2017-06-23 11:36:20 -05:00
levelInfo.h level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume. 2016-06-09 12:51:43 -05:00
lightAnimData.cpp 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 2017-06-23 11:36:20 -05:00
lightAnimData.h 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 2017-06-23 11:36:20 -05:00
lightBase.cpp localRenderViz -- Implements per-light renderViz setting. 2017-07-27 01:15:57 +01:00
lightBase.h localRenderViz -- Implements per-light renderViz setting. 2017-07-27 01:15:57 +01:00
lightDescription.cpp 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 2017-06-23 11:36:20 -05:00
lightDescription.h 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 2017-06-23 11:36:20 -05:00
lightFlareData.cpp 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 2017-06-23 11:36:20 -05:00
lightFlareData.h 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 2017-06-23 11:36:20 -05:00
missionArea.cpp Use fixed buffer size var when allocating return buffer from console. 2014-06-11 13:09:55 +04:00
missionArea.h Updated logic in MissionArea::getServerObject. 2012-11-14 09:25:38 +11:00
missionMarker.cpp Replaced StringTable->insert("") with StringTable->EmptyString() 2017-01-11 23:36:04 -05:00
missionMarker.h WaypointTeam never worked and if you look at the code you can see its not very clean. 2014-11-04 20:14:50 -05:00
objectTypes.h afxModel-type -- defines a type bit for afxModel objects. 2017-07-27 01:18:57 +01:00
occlusionVolume.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
occlusionVolume.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
pathCamera.cpp Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
pathCamera.h Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
physicalZone.cpp Merge pull request #2236 from Azaezel/memberMess 2018-05-30 20:36:43 -05:00
physicalZone.h enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 2017-07-27 01:10:20 +01:00
player.cpp Merge pull request #2236 from Azaezel/memberMess 2018-05-30 20:36:43 -05:00
player.h layer, and playerControllerComponent shadowvar cleanups 2018-03-14 13:12:26 -05:00
pointLight.cpp 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 2017-06-23 11:36:20 -05:00
pointLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
portal.cpp 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 2017-06-23 11:36:20 -05:00
portal.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
prefab.cpp Merge pull request #2204 from Azaezel/badPrefabEntryHandling 2018-04-30 23:06:24 -05:00
prefab.h Cleanup of export function to remove redundant arg 2018-03-04 16:03:39 -06:00
projectile.cpp bounds to mBounds conflict avoidance 2018-03-13 01:05:15 -05:00
projectile.h enhanced-projectile 2017-07-27 01:27:13 +01:00
proximityMine.cpp delta to mDelta to resolve another class var vs method var confusionpoint 2018-03-12 23:07:34 -05:00
proximityMine.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
resource.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigid.cpp Backend correction for the rigid vs rigid collision resolver: 2015-10-06 15:34:26 -05:00
rigid.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
rigidShape.cpp CollisionState membervar clarification 2018-03-15 17:31:28 -05:00
rigidShape.h Fix stack balancing problems by refactoring execution calls 2015-02-08 00:08:18 +00:00
scopeAlwaysShape.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeBase.cpp Merge pull request #2236 from Azaezel/memberMess 2018-05-30 20:36:43 -05:00
shapeBase.h Collision events 2017-07-27 01:41:40 +01:00
shapeCollision.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shapeImage.cpp gamebase mmebervar cleanups. mPacked in particular is likely to geta followup for other cleaning. 2018-03-28 23:41:47 -05:00
spotLight.cpp 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 2017-06-23 11:36:20 -05:00
spotLight.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
staticShape.cpp datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
staticShape.h datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 2017-07-26 21:10:43 +01:00
trigger.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
trigger.h Made Trigger friendlier towards inheritance. 2012-11-18 21:32:51 +11:00
tsStatic.cpp Merge pull request #2236 from Azaezel/memberMess 2018-05-30 20:36:43 -05:00
tsStatic.h Cleanup of export function to remove redundant arg 2018-03-04 16:03:39 -06:00
zone.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
zone.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00