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Torque3D - Game Engine
- Adds proper marking of Load status for levelAsset, so if no mis file is defined then the asset fails to load and has proper error code - Adjusts the get*Path() util methods for getting stuff like postFXPrefix or decal files to have a fallback if one isn't currently defined in the assetDef, as it could be a broken link but the file does exist - Adjusts saving logic of level so it will properly update the levelAsset for postfx prefix or decal files so if they were added after creation of the assetdef, they're saved and updated as expected - Adjusts the setter methods for the *File fields to correctly separate the File variable and Path variable to make things behave more clearly and consistently. - Keeps checks for *.mis.decals file pattern, but shifts new creations of decals files to just be *.decals to better match other level-associated files like *.nav or *.forest |
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| Engine | ||
| My Projects | ||
| Templates | ||
| Tools | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| .travis.yml | ||
| CMakeLists.txt | ||
| CODE_OF_CONDUCT.md | ||
| CONTRIBUTING.md | ||
| LICENSE.md | ||
| README.md | ||
| vcpkg.json | ||
Torque3D
MIT Licensed Open Source version of Torque3D from GarageGames
Build Status:
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.
Legacy Links
- Legacy Repository
- GarageGames forum
- GarageGames professional services
- Project Manager repository
- Offline documentation repository