..
assets
Fixed formatting to match the standard for TerrainMaterialAsset inspector fields
2022-03-29 01:40:07 -05:00
decal
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
examples
code duplication prune. should aid in stability
2021-10-03 02:56:26 -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
Fixed formatting to match the standard for TerrainMaterialAsset inspector fields
2022-03-29 01:40:07 -05:00
gameBase
Cleaned up implementation of #712
2022-01-03 20:57:10 -06:00
lighting
Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it.
2022-02-12 15:53:40 -06:00
physics
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
sceneComponent
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
sfx
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
turret
* Feature: Implement a TurretObjectType bit for typemasks.
2021-11-10 19:34:32 -05:00
vehicles
cleanups for sound assets
2021-11-27 00:32:25 -06:00
accumulationVolume.cpp
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
accumulationVolume.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
aiClient.cpp
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
2020-10-03 14:37:55 +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
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
aiPlayer.cpp
Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense.
2020-10-03 14:37:55 +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
Implementation of guiRenderTargetVizCtrl
2020-10-03 00:58:38 +02:00
cameraSpline.cpp
uninitialized variables-t3d
2020-05-11 15:30:21 -05:00
cameraSpline.h
safety check
2020-07-03 15:47:05 -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 'Preview4_0' into SoundAssetImplements
2021-10-11 20:11:27 -05:00
convexShape.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
debris.cpp
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
debris.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
gameFunctions.cpp
* Feature: Implement a TurretObjectType bit for typemasks.
2021-11-10 19:34:32 -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
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
groundPlane.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
guiMaterialPreview.cpp
uninitialized variables-t3d
2020-05-11 15:30:21 -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
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
guiObjectView.h
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
item.cpp
code review:
2020-10-02 13:53:46 -05:00
item.h
code review:
2020-10-02 13:53:46 -05:00
levelInfo.cpp
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
levelInfo.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -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
Hides some light fields for local lights that are intended for PSSM's, thus useless.
2020-08-02 23:47:20 -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
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
lightFlareData.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -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
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
notesObject.cpp
mac compile fixes
2020-11-06 02:11:13 -06:00
notesObject.h
Adds a notes object that only displays in the editor, useful for when working on maps.
2020-08-17 16:41:59 -05:00
objectTypes.h
Scaling correction to probes in deferred mode to improve parallax adjustment
2022-02-13 19:24:01 -06:00
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
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
Improves logical checks for the default value so it's more sane and stable
2022-02-14 01:07:39 -06:00
physicalZone.h
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
2017-07-27 01:10:20 +01:00
player.cpp
sound asset conversions - materials
2021-10-14 19:09:20 -05:00
player.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
pointLight.cpp
Hides some light fields for local lights that are intended for PSSM's, thus useless.
2020-08-02 23:47:20 -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
Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
2021-09-19 01:01:47 -05:00
prefab.h
Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed.
2021-09-19 01:01:47 -05:00
projectile.cpp
minor logic cleanups. we want to ensure if we *do* set the projectile sound to empty via editor, that gets propagated
2021-10-14 15:05:49 -05:00
projectile.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
proximityMine.cpp
cleanups for sound assets
2021-11-27 00:32:25 -06:00
proximityMine.h
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
resource.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
rigid.cpp
backend fix: rigid on rigid collisions
2016-01-21 19:04:58 -06:00
rigid.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
rigidShape.cpp
cleanups for sound assets
2021-11-27 00:32:25 -06:00
rigidShape.h
cleanups for sound assets
2021-11-27 00:32:25 -06:00
Scene.cpp
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
Scene.h
Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0
2020-09-11 03:21:56 -05:00
scopeAlwaysShape.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
shapeBase.cpp
Cleaned up implementation of #712
2022-01-03 20:57:10 -06:00
shapeBase.h
Cleaned up implementation of #712
2022-01-03 20:57:10 -06:00
shapeCollision.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
shapeImage.cpp
Cleaned up implementation of #712
2022-01-03 20:57:10 -06:00
spotLight.cpp
Hides some light fields for local lights that are intended for PSSM's, thus useless.
2020-08-02 23:47:20 -05:00
spotLight.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
staticShape.cpp
connects staticshape::unmount to the parent chain so it can actually do so
2021-06-07 15:03:23 -05:00
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
Improves logical checks for the default value so it's more sane and stable
2022-02-14 01:07:39 -06:00
trigger.h
aitriggers a navtool. not ready for general consumption just yet
2020-09-04 19:34:17 -05:00
tsStatic.cpp
TSStatic::updateMaterials() crashfix
2021-11-27 14:29:30 -06:00
tsStatic.h
new method tsstatic.getNodeTransform
2021-11-03 21:15:00 -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