Torque3D/Templates/Modules/Verve/scripts/datablocks/datablockExec.cs
Areloch 600859bd63 Force proper update of box probe when attenuation changes
Fixed multiple case sensitivity issues
Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core
Fixes undeeded namespace declaration in an inline operator function
Cleaned up/reordered some modules default in the data dir
WIP of Das Boot test map
Begun refactoring visualizer tools
Added default cloud and water textures to core/rendering so water and cloud objects work correctly
Added default Fog_Cube mesh so volumetric fog works correctly
2019-08-19 01:14:34 -05:00

68 lines
2.3 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Load up all datablocks. This function is called when
// a server is constructed.
// Do the sounds first -- later scripts/datablocks may need them
exec("./audioProfiles.cs");
// LightFlareData and LightAnimData(s)
exec("./lights.cs");
// Do the various effects next -- later scripts/datablocks may need them
exec("./particles.cs");
exec("./environment.cs");
exec("./triggers.cs");
// Add a rigid example
exec("./rigidShape.cs");
exec("./health.cs");
// Load our supporting weapon datablocks, effects and such. They must be
// loaded before any weapon that uses them.
exec("./weapon.cs");
exec("./weapons/grenadefx.cs");
exec("./weapons/rocketfx.cs");
// Load the weapon datablocks
exec("./weapons/Lurker.cs");
exec("./weapons/Ryder.cs");
exec("./weapons/ProxMine.cs");
exec("./weapons/Turret.cs");
exec("./teleporter.cs");
// Load the default player datablocks
exec("./player.cs");
// Load our other player datablocks
exec("./aiPlayer.cs");
// Load the vehicle datablocks
exec("./vehicles/cheetahCar.cs");
// Load Verve Data.
exec("./verve/VerveActorData.cs");
exec("./verve/VervePathTutorialData.cs");