Torque3D/Engine/source
2019-12-20 23:27:44 -06:00
..
afx Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
app Clean up redundant variables 2019-02-06 15:03:06 -05:00
assets Added utility methods to AssetBase: 2019-11-07 00:42:55 -06:00
cinterface Integrate new CInterface into the engine-console 2018-04-21 12:04:15 +02:00
collision Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess 2018-04-23 10:08:14 -05:00
console @rextimmy fix for GuiWindowCtrl so they snap correctly again 2019-11-18 03:30:04 -06:00
core Added D3D error code interpreter 2019-08-12 01:04:17 -05:00
environment Updated move folder behavior to better update the module and asset databases of changes 2019-12-08 15:54:37 -06:00
forest Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
gfx mac crashfix and compilation correction. the former's down to a typo, the latter, needed specification for which class->setTexture(near identical sig) to use 2019-12-05 21:30:01 -06:00
gui Corrected profile for GameObjectAsset type field button 2019-12-05 20:42:47 -06:00
i18n Eliminate unnecessary uses of ConsoleFunction 2018-04-17 21:41:29 +02:00
lighting work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00
main requested revision: use dword just in case of compiler shenanigans 2018-02-26 22:34:21 -06:00
materials work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...) 2019-12-20 23:27:44 -06:00
math from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. 2019-09-06 14:25:17 -05:00
module adds a moduleDependencySort qsort callback, and uses it in the findModule method to massage the return vector by depends order 2019-10-05 07:53:43 -05:00
navigation the buildtiles method does not in fact build tiles right then and there, but instead queues tiles to update themselves over time. as such, simply disabling then enabling collision no longer functions (and how it did before so before is frankly likely due to exploiting a bug someplace upstream). as such, we set the same flag for NavMeshUpdateAll as we do for NavMeshIgnore to filter something as hidden from navmesh generation or not on a permanent, instead of a temporary basis via removing from the physics sim since it's likely to still be generating by the time it's put back. 2019-03-06 18:14:36 -06:00
persistence Tweaks to the rapidjson stuff so it all plays nice, as well as minor additions to Filestream so it works with the rapidjson stuff. 2019-04-21 04:19:38 -05:00
platform Merge pull request #2220 from irei1as/development 2019-03-30 18:42:19 -05:00
platformMac corrects compilation errors on mac 2019-01-01 13:11:46 -06:00
platformPOSIX Use strncat instead of strcat to prevent some buffer overflows 2018-03-06 00:48:44 -05:00
platformSDL linux followup work by tim 2019-08-21 03:12:54 -05:00
platformWin32 Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
platformX86UNIX no message 2019-01-02 17:53:17 -06:00
postFx Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration 2019-10-20 02:47:15 -05:00
renderInstance mac crashfix and compilation correction. the former's down to a typo, the latter, needed specification for which class->setTexture(near identical sig) to use 2019-12-05 21:30:01 -06:00
scene Corrected profile for GameObjectAsset type field button 2019-12-05 20:42:47 -06:00
sfx windows and linux AL_ALEXT_PROTOTYPES blocks, as well as exposed the defining of it cmake side for the adventurous (windows and linux on by default, mac off till we sort why dylibs are freaking out) 2019-05-24 14:12:04 -05:00
shaderGen Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:27:52 -06:00
sim Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
sqlite Sqlite Console refactor, also rename param to make tooltip function more helpful 2019-01-10 21:31:17 +00:00
T3D Updated move folder behavior to better update the module and asset databases of changes 2019-12-08 15:54:37 -06:00
terrain Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 2019-11-22 21:24:59 -06:00
testing corrects a pair of conversions. one object oriented, one not. 2018-12-12 14:52:14 -06:00
ts Removed unneeded deletion of asset definition in various asset deconstructors - was causing crash on shutdown when a new asset was made 2019-12-03 00:09:18 -06:00
util Added ability to pass ints to post effect shader consts 2019-06-13 00:37:12 -05:00
Verve verve mac compilation corrections - defaults for script bindings (return for one case, lack of input for the other) 2019-05-21 19:36:30 -05:00
windowManager conforms platformWindow<implementations> to use _setVideoMode internals so that those are called by 2019-11-06 22:24:12 -06:00
.gitattributes Somebody broke SDL when they updated it. The new version depends on AudioToolbox, so added that as dependency in torque3d.cmake 2017-01-13 10:42:52 -05:00
ggEndOfLineFix.txt