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Adds logic to SoundAsset's load sound to 'nudge' the SFX system to load the required data for first use Shifts SimSoundAssetEvent constructor to utilize assetId instead of raw asset so we can safely fail if for whatever reason we end up default constructor'ing blanks Standardizes the shapeImage playList lookup a bit into a common function and ensures that on packet receive we force an update of the state's sound |
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Torque3D
MIT Licensed Open Source version of Torque3D from GarageGames
More Information
Extras: Torque3D Resources | Awesome Torque3D
Pre-compiled Version
In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the Torque3D Binaries repo.
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- Legacy Repository
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- Project Manager repository
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