Torque3D/Engine/source/T3D
2020-05-17 15:27:16 -05:00
..
assets Corrected some path-slash wrongness 2020-05-17 15:27:16 -05:00
decal uninitialized variables-t3d 2020-05-11 15:30:21 -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 branch 'alpha40_explodeNorm' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups 2020-05-16 02:18:35 -05:00
gameBase Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX 2020-05-13 02:10:11 -05:00
lighting ensure we've got a known stateblock set for GeneratePrefilterMap 2020-04-14 12:40:31 -05:00
physics uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
sceneComponent
sfx clang: constructor initialization order 2016-10-14 18:16:55 -05:00
turret uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
vehicles uninitialized variables-t3d 2020-05-11 15:30:21 -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 Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
aiClient.h Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
aiConnection.cpp Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic 2018-04-20 22:09:58 +02:00
aiConnection.h
aiPlayer.cpp Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
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 uninitialized variables-t3d 2020-05-11 15:30:21 -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 uninitialized variables-collision 2020-05-11 14:33:59 -05:00
convexShape.h uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
debris.cpp Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX 2020-05-13 02:10:11 -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
gameFunctions.cpp truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
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
guiMaterialPreview.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
guiMaterialPreview.h
guiNoMouseCtrl.cpp
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 truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
item.h delta to mDelta to resolve another class var vs method var confusionpoint 2018-03-12 23:07:34 -05:00
levelInfo.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -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 Updated Assimp 2020-03-19 09:47:38 -05:00
lightBase.h localRenderViz -- Implements per-light renderViz setting. 2017-07-27 01:15:57 +01:00
lightDescription.cpp 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 2019-09-20 14:45:05 -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
missionMarker.cpp Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
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 truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
occlusionVolume.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
occlusionVolume.h
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
pathShape.cpp truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
pathShape.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
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 uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
player.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
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
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
prefab.cpp Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -06:00
prefab.h Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way. 2019-02-23 15:55:28 -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 nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it. 2019-01-31 06:45:10 -06:00
resource.h
rigid.cpp backend fix: rigid on rigid collisions 2016-01-21 19:04:58 -06:00
rigid.h
rigidShape.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
rigidShape.h rigid body on rigid body reactions 2016-01-21 19:05:48 -06:00
Scene.cpp Moved unneeded modules to Templates/Modules 2019-09-29 06:44:43 -05:00
Scene.h Moved unneeded modules to Templates/Modules 2019-09-29 06:44:43 -05:00
scopeAlwaysShape.cpp
shapeBase.cpp Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX 2020-05-13 02:10:11 -05:00
shapeBase.h uninitialized variables-t3d 2020-05-11 15:30:21 -05:00
shapeCollision.cpp
shapeImage.cpp uninitialized variables-t3d 2020-05-11 15:30:21 -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
staticShape.cpp truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
staticShape.h truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 2020-01-11 23:58:30 -06:00
trigger.cpp PolyhedronVectorData core membervar cleanups 2018-03-14 15:18:00 -05:00
trigger.h
tsStatic.cpp Adjusts the ShapeAsset autoImport invoke logic to actually use the C++-side autoImport logic 2020-05-17 01:38:17 -05:00
tsStatic.h Added ImageAsset type mode for cubemaps. 2020-04-15 12:15:12 -05:00
zone.cpp Merge branch 'alpha40_zonePicker2' of https://github.com/Azaezel/Torque3D into Preview4_0 2020-03-21 01:06:03 -05:00
zone.h select within zone pushbutton 2020-01-16 21:07:37 -06:00