Browse Source

Merge remote-tracking branch 'origin/development'

Michael Perry 12 years ago
parent
commit
d14c9ed
32 changed files with 5148 additions and 80 deletions
  1. BIN
      engine/compilers/VisualStudio 2012/Torque 2D.ico
  2. 110 0
      engine/compilers/VisualStudio 2012/Torque 2D.rc
  3. 46 0
      engine/compilers/VisualStudio 2012/Torque 2D.sln
  4. 1101 0
      engine/compilers/VisualStudio 2012/Torque 2D.vcxproj
  5. 2607 0
      engine/compilers/VisualStudio 2012/Torque 2D.vcxproj.filters
  6. 630 0
      engine/compilers/VisualStudio 2012/ljpeg.vcxproj
  7. 65 0
      engine/compilers/VisualStudio 2012/ljpeg.vcxproj.filters
  8. 186 0
      engine/compilers/VisualStudio 2012/lpng.vcxproj
  9. 29 0
      engine/compilers/VisualStudio 2012/lpng.vcxproj.filters
  10. 184 0
      engine/compilers/VisualStudio 2012/zlib.vcxproj
  11. 33 0
      engine/compilers/VisualStudio 2012/zlib.vcxproj.filters
  12. 23 11
      engine/source/2d/assets/AnimationController.cc
  13. 7 1
      engine/source/2d/assets/AnimationController.h
  14. 3 0
      engine/source/2d/core/ParticleSystem.cc
  15. 6 1
      engine/source/2d/core/ParticleSystem.h
  16. 3 2
      engine/source/2d/gui/SceneWindow.cc
  17. 6 1
      engine/source/2d/sceneobject/ParticlePlayer.cc
  18. 3 3
      engine/source/2d/sceneobject/ParticlePlayer.h
  19. 15 3
      engine/source/assets/assetBase.cc
  20. 1 1
      engine/source/assets/assetBase.h
  21. 8 41
      engine/source/assets/assetManager.cc
  22. 26 11
      engine/source/assets/assetManager.h
  23. 2 2
      engine/source/assets/assetPtr.h
  24. 4 0
      engine/source/testing/unitTesting.h
  25. 4 0
      main.cs
  26. 21 1
      modules/Sandbox/1/gui/MainOverlay.gui.taml
  27. 3 0
      modules/Sandbox/1/main.cs
  28. 1 0
      modules/Sandbox/1/module.taml
  29. 1 1
      modules/Sandbox/1/scripts/scene.cs
  30. 15 0
      modules/Sandbox/1/scripts/toolbox.cs
  31. 4 1
      modules/Sandbox/1/scripts/toys.cs
  32. 1 0
      modules/TruckToy/1/main.cs

BIN
engine/compilers/VisualStudio 2012/Torque 2D.ico


+ 110 - 0
engine/compilers/VisualStudio 2012/Torque 2D.rc

@@ -0,0 +1,110 @@
+//Microsoft Developer Studio generated resource script.
+//
+#include "../../Source/game/resource.h"
+
+#define APSTUDIO_READONLY_SYMBOLS
+/////////////////////////////////////////////////////////////////////////////
+//
+// Generated from the TEXTINCLUDE 2 resource.
+//
+#include "windows.h"
+
+/////////////////////////////////////////////////////////////////////////////
+#undef APSTUDIO_READONLY_SYMBOLS
+
+/////////////////////////////////////////////////////////////////////////////
+// English (U.S.) resources
+
+#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
+#ifdef _WIN32
+LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
+#pragma code_page(1252)
+#endif //_WIN32
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Icon
+//
+
+// Icon with lowest ID value placed first to ensure application icon
+// remains consistent on all systems.
+IDI_TORQUE2D               ICON    DISCARDABLE     "Torque 2D.ico"
+
+#ifdef APSTUDIO_INVOKED
+/////////////////////////////////////////////////////////////////////////////
+//
+// TEXTINCLUDE
+//
+
+1 TEXTINCLUDE DISCARDABLE 
+BEGIN
+    "resource.h\0"
+END
+
+2 TEXTINCLUDE DISCARDABLE 
+BEGIN
+    "#include ""afxres.h""\r\n"
+    "\0"
+END
+
+3 TEXTINCLUDE DISCARDABLE 
+BEGIN
+    "\r\n"
+    "\0"
+END
+
+#endif    // APSTUDIO_INVOKED
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Version
+//
+
+VS_VERSION_INFO VERSIONINFO
+ FILEVERSION 1,5,0,0
+ PRODUCTVERSION 1,5,0,0
+ FILEFLAGSMASK 0x17L
+#ifdef _DEBUG
+ FILEFLAGS 0x1L
+#else
+ FILEFLAGS 0x0L
+#endif
+ FILEOS 0x4L
+ FILETYPE 0x1L
+ FILESUBTYPE 0x0L
+BEGIN
+    BLOCK "StringFileInfo"
+    BEGIN
+        BLOCK "040904b0"
+        BEGIN
+            VALUE "CompanyName", "GarageGames LLC"
+            VALUE "FileDescription", "Torque 2D MIT"
+            VALUE "FileVersion", "2, 0, 0, 0"
+            VALUE "InternalName", "Torque 2D"
+            VALUE "LegalCopyright", "Copyright (c) 2013 GarageGames, LLC"
+            VALUE "OriginalFilename", "Torque2D.exe"
+            VALUE "ProductName", "Torque 2D MIT"
+            VALUE "ProductVersion", "2, 0, 0, 0"
+        END
+    END
+    BLOCK "VarFileInfo"
+    BEGIN
+        VALUE "Translation", 0x409, 1200
+    END
+END
+#endif    // English (U.S.) resources
+/////////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef APSTUDIO_INVOKED
+/////////////////////////////////////////////////////////////////////////////
+//
+// Generated from the TEXTINCLUDE 3 resource.
+//
+
+
+/////////////////////////////////////////////////////////////////////////////
+#endif    // not APSTUDIO_INVOKED
+

+ 46 - 0
engine/compilers/VisualStudio 2012/Torque 2D.sln

@@ -0,0 +1,46 @@
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 2012
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Torque2D", "Torque 2D.vcxproj", "{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ljpeg", "ljpeg.vcxproj", "{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "lpng", "lpng.vcxproj", "{AF1179E3-A838-46A3-A427-1E62AA4C52F4}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zlib", "zlib.vcxproj", "{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|Win32 = Debug|Win32
+		Release|Win32 = Release|Win32
+		Shipping|Win32 = Shipping|Win32
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}.Debug|Win32.ActiveCfg = Debug|Win32
+		{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}.Debug|Win32.Build.0 = Debug|Win32
+		{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}.Release|Win32.ActiveCfg = Release|Win32
+		{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}.Release|Win32.Build.0 = Release|Win32
+		{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}.Shipping|Win32.ActiveCfg = Shipping|Win32
+		{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}.Shipping|Win32.Build.0 = Shipping|Win32
+		{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}.Debug|Win32.ActiveCfg = Debug|Win32
+		{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}.Debug|Win32.Build.0 = Debug|Win32
+		{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}.Release|Win32.ActiveCfg = Release|Win32
+		{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}.Release|Win32.Build.0 = Release|Win32
+		{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}.Shipping|Win32.ActiveCfg = Shipping|Win32
+		{0B07BA94-AA53-4FD4-ADB4-79EC2DA53B36}.Shipping|Win32.Build.0 = Shipping|Win32
+		{AF1179E3-A838-46A3-A427-1E62AA4C52F4}.Debug|Win32.ActiveCfg = Debug|Win32
+		{AF1179E3-A838-46A3-A427-1E62AA4C52F4}.Debug|Win32.Build.0 = Debug|Win32
+		{AF1179E3-A838-46A3-A427-1E62AA4C52F4}.Release|Win32.ActiveCfg = Release|Win32
+		{AF1179E3-A838-46A3-A427-1E62AA4C52F4}.Release|Win32.Build.0 = Release|Win32
+		{AF1179E3-A838-46A3-A427-1E62AA4C52F4}.Shipping|Win32.ActiveCfg = Shipping|Win32
+		{AF1179E3-A838-46A3-A427-1E62AA4C52F4}.Shipping|Win32.Build.0 = Shipping|Win32
+		{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}.Debug|Win32.ActiveCfg = Debug|Win32
+		{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}.Debug|Win32.Build.0 = Debug|Win32
+		{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}.Release|Win32.ActiveCfg = Release|Win32
+		{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}.Release|Win32.Build.0 = Release|Win32
+		{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}.Shipping|Win32.ActiveCfg = Shipping|Win32
+		{86CB2525-0CF3-40D3-BF42-A0A95035EE8C}.Shipping|Win32.Build.0 = Shipping|Win32
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+EndGlobal

+ 1101 - 0
engine/compilers/VisualStudio 2012/Torque 2D.vcxproj

@@ -0,0 +1,1101 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Shipping|Win32">
+      <Configuration>Shipping</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{1564A07D-230E-4C90-AEE6-52AC9A58D6C9}</ProjectGuid>
+    <RootNamespace>TorqueGame</RootNamespace>
+    <ProjectName>Torque2D</ProjectName>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseOfMfc>false</UseOfMfc>
+    <PlatformToolset>v110</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseOfMfc>false</UseOfMfc>
+    <PlatformToolset>v110</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseOfMfc>false</UseOfMfc>
+    <PlatformToolset>v110</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+    <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+    <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+    <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup>
+    <_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
+    <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">../../../</OutDir>
+    <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">../../Link/VC2012.$(Configuration).$(PlatformName)/$(ProjectName)/</IntDir>
+    <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    </LinkIncremental>
+    <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">../../../</OutDir>
+    <OutDir Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'">../../../</OutDir>
+    <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">../../Link/VC2012.$(Configuration).$(PlatformName)/$(ProjectName)/</IntDir>
+    <IntDir Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'">../../Link/VC2012.$(Configuration).$(PlatformName)/$(ProjectName)/</IntDir>
+    <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
+    <LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'">false</LinkIncremental>
+    <TargetName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Torque2D_DEBUG</TargetName>
+    <TargetName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Torque2D</TargetName>
+    <TargetName Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'">Torque2D</TargetName>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Midl>
+      <TypeLibraryName>$(OutDir)Torque2D.tlb</TypeLibraryName>
+      <HeaderFileName>
+      </HeaderFileName>
+    </Midl>
+    <ClCompile>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../source/testing/googleTest;../../source/testing/googleTest/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>TORQUE_DEBUG;TORQUE_DEBUG_GUARD;_CRT_SECURE_NO_DEPRECATE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
+      <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+      <TreatWChar_tAsBuiltInType>false</TreatWChar_tAsBuiltInType>
+      <RuntimeTypeInfo>true</RuntimeTypeInfo>
+      <PrecompiledHeader>
+      </PrecompiledHeader>
+      <AssemblerListingLocation>$(OutDir)</AssemblerListingLocation>
+      <ProgramDataBaseFileName>$(IntDir)$(ProjectName).pdb</ProgramDataBaseFileName>
+      <BrowseInformation>false</BrowseInformation>
+      <SuppressStartupBanner>true</SuppressStartupBanner>
+      <DebugInformationFormat>EditAndContinue</DebugInformationFormat>
+      <CompileAs>CompileAsCpp</CompileAs>
+      <MultiProcessorCompilation>true</MultiProcessorCompilation>
+      <WarningLevel>Level3</WarningLevel>
+      <DisableSpecificWarnings>4800;4100;4127;4512</DisableSpecificWarnings>
+    </ClCompile>
+    <ResourceCompile>
+      <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <Culture>0x0409</Culture>
+      <AdditionalIncludeDirectories>../../Lib/MSPlatformSDK/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ResourceCompile>
+    <Link>
+      <AdditionalDependencies>COMCTL32.LIB;COMDLG32.LIB;USER32.LIB;ADVAPI32.LIB;GDI32.LIB;RPCRT4.LIB;WINMM.LIB;WSOCK32.LIB;vfw32.lib;Imm32.lib;unicows.lib;shell32.lib;shlwapi.lib;ole32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <OutputFile>../../../Torque2D_DEBUG.exe</OutputFile>
+      <SuppressStartupBanner>true</SuppressStartupBanner>
+      <AdditionalLibraryDirectories>../../Lib/unicode;../../lib/MSPlatformSDK/Lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <IgnoreSpecificDefaultLibraries>LIBC;LIBCD;LIBCMTD;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <ProgramDatabaseFile>$(IntDir)$(ProjectName).pdb</ProgramDatabaseFile>
+      <SubSystem>Windows</SubSystem>
+      <RandomizedBaseAddress>false</RandomizedBaseAddress>
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+      <TargetMachine>MachineX86</TargetMachine>
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+    <ClCompile>
+      <Optimization>MinSpace</Optimization>
+      <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+      <AdditionalIncludeDirectories>../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;../../source/testing/googleTest;../../source/testing/googleTest/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>UNICODE;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+      <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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+      <TreatWChar_tAsBuiltInType>false</TreatWChar_tAsBuiltInType>
+      <RuntimeTypeInfo>true</RuntimeTypeInfo>
+      <PrecompiledHeader>
+      </PrecompiledHeader>
+      <AssemblerListingLocation>$(OutDir)</AssemblerListingLocation>
+      <ProgramDataBaseFileName>$(IntDir)$(ProjectName).pdb</ProgramDataBaseFileName>
+      <BrowseInformation>false</BrowseInformation>
+      <WarningLevel>Level3</WarningLevel>
+      <SuppressStartupBanner>true</SuppressStartupBanner>
+      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+      <CompileAs>CompileAsCpp</CompileAs>
+      <MultiProcessorCompilation>true</MultiProcessorCompilation>
+      <DisableSpecificWarnings>4800;4100;4127;4512</DisableSpecificWarnings>
+    </ClCompile>
+    <ResourceCompile>
+      <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <Culture>0x0409</Culture>
+      <AdditionalIncludeDirectories>../../Lib/MSPlatformSDK/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ResourceCompile>
+    <Link>
+      <AdditionalDependencies>COMCTL32.LIB;COMDLG32.LIB;USER32.LIB;ADVAPI32.LIB;GDI32.LIB;WINMM.LIB;WSOCK32.LIB;vfw32.lib;Imm32.lib;unicows.lib;shell32.lib;shlwapi.lib;ole32.lib;RPCRT4.LIB;%(AdditionalDependencies)</AdditionalDependencies>
+      <OutputFile>../../../Torque2D.exe</OutputFile>
+      <SuppressStartupBanner>false</SuppressStartupBanner>
+      <AdditionalLibraryDirectories>../../Lib/unicode;../../Lib/MSPlatformSDK/Lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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+      <GenerateDebugInformation>false</GenerateDebugInformation>
+      <ProgramDatabaseFile>$(IntDir)$(ProjectName).pdb</ProgramDatabaseFile>
+      <SubSystem>Windows</SubSystem>
+      <RandomizedBaseAddress>false</RandomizedBaseAddress>
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+      </DataExecutionPrevention>
+      <TargetMachine>MachineX86</TargetMachine>
+      <EnableUAC>false</EnableUAC>
+      <UACExecutionLevel>HighestAvailable</UACExecutionLevel>
+      <ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
+    </Link>
+    <CustomBuildStep>
+      <Command>
+      </Command>
+    </CustomBuildStep>
+    <CustomBuildStep />
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+      <Outputs>
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+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Shipping|Win32'">
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+      <HeaderFileName>
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+    <ClCompile>
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+      <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
+      <AdditionalIncludeDirectories>../../Lib/zlib;../../Lib/lpng;../../Lib/ljpeg;../../Lib/openal/win32;../../Source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>TORQUE_SHIPPING;UNICODE;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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+      <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
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+      <ProgramDataBaseFileName>$(IntDir)$(ProjectName).pdb</ProgramDataBaseFileName>
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+      <SuppressStartupBanner>true</SuppressStartupBanner>
+      <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+      <CompileAs>CompileAsCpp</CompileAs>
+      <MultiProcessorCompilation>true</MultiProcessorCompilation>
+      <DisableSpecificWarnings>4800;4100;4127;4512</DisableSpecificWarnings>
+    </ClCompile>
+    <ResourceCompile>
+      <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <Culture>0x0409</Culture>
+      <AdditionalIncludeDirectories>../../Lib/MSPlatformSDK/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ResourceCompile>
+    <Link>
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+      <OutputFile>../../../Torque2D.exe</OutputFile>
+      <SuppressStartupBanner>false</SuppressStartupBanner>
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+      <EnableUAC>false</EnableUAC>
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+      <ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
+    </Link>
+    <CustomBuildStep>
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+      <Outputs>
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+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ResourceCompile Include="Torque 2D.rc" />
+  </ItemGroup>
+  <ItemGroup>
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+    <ClCompile Include="..\..\source\2d\assets\AnimationController.cc" />
+    <ClCompile Include="..\..\source\2d\assets\ImageAsset.cc" />
+    <ClCompile Include="..\..\source\2d\assets\ParticleAsset.cc" />
+    <ClCompile Include="..\..\source\2d\assets\ParticleAssetEmitter.cc" />
+    <ClCompile Include="..\..\source\2d\assets\ParticleAssetField.cc" />
+    <ClCompile Include="..\..\source\2d\assets\ParticleAssetFieldCollection.cc" />
+    <ClCompile Include="..\..\source\2d\core\BatchRender.cc" />
+    <ClCompile Include="..\..\source\2d\core\CoreMath.cc" />
+    <ClCompile Include="..\..\source\2d\core\ParticleSystem.cc" />
+    <ClCompile Include="..\..\source\2d\core\RenderProxy.cc" />
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+    <ClCompile Include="..\..\source\2d\core\SpriteBatch.cc" />
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engine/compilers/VisualStudio 2012/zlib.vcxproj

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@@ -0,0 +1,33 @@
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+ 23 - 11
engine/source/2d/assets/AnimationController.cc

@@ -32,20 +32,13 @@
 
 //-----------------------------------------------------------------------------
 
-AnimationController::AnimationController() :
-    mCurrentFrameIndex(0),
-    mLastFrameIndex(0),
-    mMaxFrameIndex(0),
-    mCurrentTime(0.0f),
-    mPausedTime(0.0f),
-    mAnimationTimeScale(1.0f),
-    mTotalIntegrationTime(0.0f),
-    mFrameIntegrationTime(0.0f),
-    mAutoRestoreAnimation(false),
-    mAnimationFinished(true)
+AnimationController::AnimationController()
 {
     // Register for animation asset refresh notifications.
     mAnimationAsset.registerRefreshNotify( this );
+
+    // Reset the state.
+    resetState();
 }
 
 //-----------------------------------------------------------------------------
@@ -56,6 +49,25 @@ AnimationController::~AnimationController()
 
 //-----------------------------------------------------------------------------
 
+void AnimationController::resetState( void )
+{
+    mCurrentFrameIndex = 0;
+    mLastFrameIndex = 0;
+    mMaxFrameIndex = 0;
+    mCurrentTime = 0.0f;
+    mPausedTime = 0.0f;
+    mAnimationTimeScale = 1.0f;
+    mTotalIntegrationTime = 0.0f;
+    mFrameIntegrationTime = 0.0f;
+    mAutoRestoreAnimation = false;
+    mAnimationFinished = true;
+
+    mAnimationAsset.clear();
+    mLastAnimationAsset.clear();
+}
+
+//-----------------------------------------------------------------------------
+
 void AnimationController::onAssetRefreshed( AssetPtrBase* pAssetPtrBase )
 {
     // Don't perform any action if the animation is not already playing.

+ 7 - 1
engine/source/2d/assets/AnimationController.h

@@ -35,9 +35,13 @@
 #include "assets/assetPtr.h"
 #endif
 
+#ifndef _FACTORY_CACHE_H_
+#include "memory/factoryCache.h"
+#endif
+
 ///-----------------------------------------------------------------------------
 
-class AnimationController : private AssetPtrCallback
+class AnimationController : public IFactoryObjectReset, private AssetPtrCallback
 {
 private:
     AssetPtr<AnimationAsset>                mAnimationAsset;
@@ -82,6 +86,8 @@ public:
     bool updateAnimation( const F32 elapsedTime );
     void stopAnimation( void );
     void resetTime( void );
+
+    virtual void resetState( void );
 };
 
 

+ 3 - 0
engine/source/2d/core/ParticleSystem.cc

@@ -118,6 +118,9 @@ ParticleSystem::ParticleNode* ParticleSystem::createParticle( void )
 
 void ParticleSystem::freeParticle( ParticleNode* pParticleNode )
 {
+    // Reset the particle.
+    pParticleNode->resetState();
+
     // Remove the previous node reference.
     pParticleNode->mPreviousNode = NULL;
     

+ 6 - 1
engine/source/2d/core/ParticleSystem.h

@@ -33,7 +33,7 @@ class ParticleSystem
 {
 public:
     /// Particle node.
-    struct ParticleNode
+    struct ParticleNode : public IFactoryObjectReset
     {
         /// Particle Node Linkages.
         ParticleNode*           mPreviousNode;
@@ -72,6 +72,11 @@ public:
         Vector2                 mPreTickPosition;
         Vector2                 mPostTickPosition;
         Vector2                 mRenderTickPosition;
+
+        virtual void resetState( void )
+        {
+            mAnimationController.resetState();
+        }
     };
 
 private:

+ 3 - 2
engine/source/2d/gui/SceneWindow.cc

@@ -1868,12 +1868,13 @@ void SceneWindow::renderMetricsOverlay( Point2I offset, const RectI& updateRect
 
         // Asset Manager.
         dglDrawText( font, bannerOffset + Point2I(0,(S32)linePositionY), "Assets", NULL );
-        dSprintf( mDebugText, sizeof( mDebugText ), "- Declared=%d, Referenced=%d, LoadedInternal=%d<%d>, LoadedExternal=%d<%d>, LoadedPrivate=%d<%d>",
+        dSprintf( mDebugText, sizeof( mDebugText ), "- AcquiredRefs=%d, Declared=%d, Referenced=%d, LoadedInternal=%d<%d>, LoadedExternal=%d<%d>, LoadedPrivate=%d<%d>",
+            AssetDatabase.getAcquiredReferenceCount(),
             AssetDatabase.getDeclaredAssetCount(),
             AssetDatabase.getReferencedAssetCount(),
             AssetDatabase.getLoadedInternalAssetCount(), AssetDatabase.getMaxLoadedInternalAssetCount(),
             AssetDatabase.getLoadedExternalAssetCount(), AssetDatabase.getMaxLoadedExternalAssetCount(),
-            AssetDatabase.getLoadedPrivateAssetCount(), AssetDatabase.getMaxLoadedPrivateAssetCount());
+            AssetDatabase.getLoadedPrivateAssetCount(), AssetDatabase.getMaxLoadedPrivateAssetCount() );
         dglDrawText( font, bannerOffset + Point2I(metricsOffset,(S32)linePositionY), mDebugText, NULL );
         linePositionY += linePositionOffsetY;
     }

+ 6 - 1
engine/source/2d/sceneobject/ParticlePlayer.cc

@@ -106,6 +106,8 @@ ParticlePlayer::ParticlePlayer() :
 
 ParticlePlayer::~ParticlePlayer()
 {
+    // Destroy the particle asset.
+    destroyParticleAsset();
 }
 
 //------------------------------------------------------------------------------
@@ -192,6 +194,9 @@ void ParticlePlayer::OnRegisterScene( Scene* pScene )
 
 void ParticlePlayer::OnUnregisterScene( Scene* pScene )
 {
+    // Stop the player.
+    stop( false, false );
+
     // Remove always in scope.
     pScene->getWorldQuery()->removeAlwaysInScope( this );
 
@@ -1290,7 +1295,7 @@ void ParticlePlayer::configureParticle( EmitterNode* pEmitterNode, ParticleSyste
         if ( animationAsset.notNull() )
         {
             // Yes, so play it.
-            pParticleNode->mAnimationController.playAnimation( animationAsset.getAssetId(), false );
+            pParticleNode->mAnimationController.playAnimation( animationAsset, false );
         }
     }
 

+ 3 - 3
engine/source/2d/sceneobject/ParticlePlayer.h

@@ -147,9 +147,6 @@ public:
     virtual void copyTo(SimObject* object);
     virtual void safeDelete( void );
 
-    virtual void OnRegisterScene( Scene* pScene );
-    virtual void OnUnregisterScene( Scene* pScene );
-
     virtual void preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
     void integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
     void interpolateObject( const F32 timeDelta );
@@ -194,6 +191,9 @@ public:
     DECLARE_CONOBJECT(ParticlePlayer);
 
 protected:
+    virtual void OnRegisterScene( Scene* pScene );
+    virtual void OnUnregisterScene( Scene* pScene );
+
     /// Particle Creation/Integration.
     void configureParticle( EmitterNode* pEmitterNode, ParticleSystem::ParticleNode* pParticleNode );
     void integrateParticle( EmitterNode* pEmitterNode, ParticleSystem::ParticleNode* pParticleNode, const F32 particleAge, const F32 elapsedTime );

+ 15 - 3
engine/source/assets/assetBase.cc

@@ -250,18 +250,30 @@ void AssetBase::refreshAsset( void )
 
 //-----------------------------------------------------------------------------
 
+void AssetBase::acquireAssetReference( void )
+{
+    // Acquired the acquired reference count.
+    if ( mpOwningAssetManager != NULL )
+        mpOwningAssetManager->acquireAcquiredReferenceCount();
+    
+    mAcquireReferenceCount++;
+}
+
+//-----------------------------------------------------------------------------
+
 bool AssetBase::releaseAssetReference( void )
 {
     // Are there any acquisition references?
     if ( mAcquireReferenceCount == 0 )
     {
-        // No, so warn.
-        Con::warnf( "AssetBase: Cannot release asset reference as there are no current acquisitions." );
-
         // Return "unload" unless auto unload is off.
         return mpAssetDefinition->mAssetAutoUnload;
     }
 
+    // Release the acquired reference count.
+    if ( mpOwningAssetManager != NULL )
+        mpOwningAssetManager->releaseAcquiredReferenceCount(); 
+
     // Release reference.
     mAcquireReferenceCount--;
 

+ 1 - 1
engine/source/assets/assetBase.h

@@ -127,7 +127,7 @@ protected:
     static const char*      getAssetPrivate(void* obj, const char* data)        { return Con::getBoolArg(static_cast<AssetBase*>(obj)->getAssetPrivate()); }
 
 private:
-    inline void             acquireAssetReference( void )                       { mAcquireReferenceCount++; }
+    void                    acquireAssetReference( void );
     bool                    releaseAssetReference( void );
 
     /// Set asset manager ownership.

+ 8 - 41
engine/source/assets/assetManager.cc

@@ -74,6 +74,7 @@ AssetManager::AssetManager() :
     mMaxLoadedInternalAssetsCount( 0 ),
     mMaxLoadedExternalAssetsCount( 0 ),
     mMaxLoadedPrivateAssetsCount( 0 ),
+    mAcquiredReferenceCount( 0 ),
     mEchoInfo( false ),
     mIgnoreAutoUnload( false )
 {
@@ -898,29 +899,6 @@ bool AssetManager::releaseAsset( const char* pAssetId )
     {
         Con::printSeparator();
         Con::printf( "Asset Manager: Started releasing Asset Id '%s'...", pAssetId );
-
-        // Fetch asset Id.
-        StringTableEntry assetId = StringTable->insert( pAssetId );
-
-        // Yes, so find any asset dependencies.
-        typeAssetDependsOnHash::iterator assetDependenciesItr = mAssetDependsOn.find( assetId );
-
-        // Do we have any asset dependencies?
-        if ( assetDependenciesItr != mAssetDependsOn.end() )
-        {
-            // Yes, so show all dependency assets.
-            Con::printf( "Asset Manager: Found dependencies for Asset Id '%s' of:", pAssetId );
-
-            // Iterate all dependencies.
-            while( assetDependenciesItr != mAssetDependsOn.end() && assetDependenciesItr->key == assetId )
-            {
-                // Info.
-                Con::printf( "Asset Manager: > Asset Id '%s'", assetDependenciesItr->value );
-
-                // Next dependency.
-                assetDependenciesItr++;
-            }
-        }
     }
 
     // Release asset reference.
@@ -932,9 +910,7 @@ bool AssetManager::releaseAsset( const char* pAssetId )
             // Yes, so info.
             if ( mEchoInfo )
             {
-                Con::printf( "Asset Manager: Asset Id '%s' now has a reference count of '0' but ignoring auto-unloading of assets.",
-                    pAssetId,
-                    pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() );
+                Con::printf( "Asset Manager: > Releasing to idle state." );
             }
         }
         else
@@ -942,7 +918,7 @@ bool AssetManager::releaseAsset( const char* pAssetId )
             // No, so info.
             if ( mEchoInfo )
             {
-                Con::printf( "Asset Manager: Asset Id '%s' is being unloaded.", pAssetId );
+                Con::printf( "Asset Manager: > Unload the asset from memory." );
             }
 
             // Unload the asset.
@@ -952,24 +928,14 @@ bool AssetManager::releaseAsset( const char* pAssetId )
     // Info.
     else if ( mEchoInfo )
     {
-        if ( pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() > 0 )
-        {
-            Con::printf( "Asset Manager: Asset Id '%s' now has a reference count of '%d'.",
-                pAssetId,
-                pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() );
-        }
-        else
-        {
-            Con::printf( "Asset Manager: Asset Id '%s' now has a reference count of '0' but set to not auto-unload.",
-                pAssetId,
-                pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() );
-        }
+        Con::printf( "Asset Manager: > Reference count now '%d'.", pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() );
     }
 
     // Info.
     if ( mEchoInfo )
     {
-        Con::printf( "Asset Manager: ... Finished releasing Asset Id '%s'.", pAssetId );
+        Con::printf( "Asset Manager: > Finished releasing Asset Id '%s'.", pAssetId );
+        Con::printSeparator();
     }
 
     return true;
@@ -1690,8 +1656,9 @@ void AssetManager::dumpDeclaredAssets( void ) const
         const AssetDefinition* pAssetDefinition = *assetItr;
 
         // Info.
-        Con::printf( "AssetId:'%s', LoadCount:%d, UnloadCount:%d, AutoUnload:%d, Loaded:%d, Internal:%d, Private: %d, Type:'%s', Module/Version:'%s'/'%d', File:'%s'",
+        Con::printf( "AssetId:'%s', RefCount:%d, LoadCount:%d, UnloadCount:%d, AutoUnload:%d, Loaded:%d, Internal:%d, Private: %d, Type:'%s', Module/Version:'%s'/'%d', File:'%s'",
             pAssetDefinition->mAssetId,
+            pAssetDefinition->mpAssetBase == NULL ? 0 : pAssetDefinition->mpAssetBase->getAcquiredReferenceCount(),
             pAssetDefinition->mAssetLoadedCount,
             pAssetDefinition->mAssetUnloadedCount,
             pAssetDefinition->mAssetAutoUnload,

+ 26 - 11
engine/source/assets/assetManager.h

@@ -109,6 +109,7 @@ private:
     U32                                 mLoadedInternalAssetsCount;
     U32                                 mLoadedExternalAssetsCount;
     U32                                 mLoadedPrivateAssetsCount;
+    U32                                 mAcquiredReferenceCount;
     U32                                 mMaxLoadedInternalAssetsCount;
     U32                                 mMaxLoadedExternalAssetsCount;
     U32                                 mMaxLoadedPrivateAssetsCount;
@@ -191,12 +192,12 @@ public:
         // Is the asset already loaded?
         if ( pAssetDefinition->mpAssetBase == NULL )
         {
-            // No, so fetch asset Id.
-            StringTableEntry assetId = StringTable->insert( pAssetId );
-
-            // Info.
+            // No, so info
             if ( mEchoInfo )
             {
+                // Fetch asset Id.
+                StringTableEntry assetId = StringTable->insert( pAssetId );
+
                 // Find any asset dependencies.
                 typeAssetDependsOnHash::iterator assetDependenciesItr = mAssetDependsOn.find( assetId );
 
@@ -204,7 +205,7 @@ public:
                 if ( assetDependenciesItr != mAssetDependsOn.end() )
                 {
                     // Yes, so show all dependency assets.
-                    Con::printf( "Asset Manager: Found dependencies for Asset Id '%s' of:", pAssetId );
+                    Con::printf( "Asset Manager: > Found dependencies:" );
 
                     // Iterate all dependencies.
                     while( assetDependenciesItr != mAssetDependsOn.end() && assetDependenciesItr->key == assetId )
@@ -231,7 +232,8 @@ public:
             if ( pAssetDefinition->mpAssetBase == NULL )
             {
                 // No, so warn.
-                Con::warnf( "Asset Manager: Failed to acquire asset Id '%s' as loading the asset file failed to return the asset or the correct asset type: '%s'.", pAssetId, pAssetDefinition->mAssetBaseFilePath );
+                Con::warnf( "Asset Manager: > Failed to acquire asset Id '%s' as loading the asset file failed to return the asset or the correct asset type: '%s'.",
+                    pAssetId, pAssetDefinition->mAssetBaseFilePath );
                 return NULL;
             }
 
@@ -241,8 +243,8 @@ public:
             // Info.
             if ( mEchoInfo )
             {
-                Con::printf( "Asset Manager: Acquiring Asset Id '%s' resulted in asset object Id '%d' being loaded from file '%s'.",
-                    pAssetId, pAssetDefinition->mpAssetBase->getId(), pAssetDefinition->mAssetBaseFilePath );
+                Con::printf( "Asset Manager: > Loading asset into memory as object Id '%d' from file '%s'.",
+                    pAssetDefinition->mpAssetBase->getId(), pAssetDefinition->mAssetBaseFilePath );
             }
 
             // Set ownership by asset manager.
@@ -262,6 +264,14 @@ public:
                     mMaxLoadedExternalAssetsCount = mLoadedExternalAssetsCount;
             }
         }
+        else if ( pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() == 0 )
+        {
+            // Info.
+            if ( mEchoInfo )
+            {
+                Con::printf( "Asset Manager: > Acquiring from idle state." );
+            }
+        }
 
         // Set acquired asset.
         T* pAcquiredAsset = dynamic_cast<T*>( (AssetBase*)pAssetDefinition->mpAssetBase );
@@ -270,7 +280,7 @@ public:
         if ( pAcquiredAsset == NULL )
         {
             // No, so warn.
-            Con::warnf( "Asset Manager: Failed to acquire asset Id '%s' as it was not of the specified asset type: '%s'.", pAssetId, pAssetDefinition->mAssetBaseFilePath );
+            Con::warnf( "Asset Manager: > Failed to acquire asset Id '%s' as it was not the required asset type: '%s'.", pAssetId, pAssetDefinition->mAssetBaseFilePath );
             return NULL;
         }
 
@@ -280,7 +290,7 @@ public:
         // Info.
         if ( mEchoInfo )
         {
-            Con::printf( "Asset Manager: ... Finished acquiring Asset Id '%s' (Ref Count '%d').", pAssetId, pAcquiredAsset->getAcquiredReferenceCount() );
+            Con::printf( "Asset Manager: > Finished acquiring asset.  Reference count now '%d'.", pAssetDefinition->mpAssetBase->getAcquiredReferenceCount() );
             Con::printSeparator();
         }
 
@@ -319,7 +329,12 @@ public:
     inline U32 getMaxLoadedExternalAssetCount( void ) const { return mMaxLoadedExternalAssetsCount; }
     inline U32 getMaxLoadedPrivateAssetCount( void ) const { return mMaxLoadedPrivateAssetsCount; }
     void dumpDeclaredAssets( void ) const;
-    
+
+    /// Total acquired asset references.
+    inline void acquireAcquiredReferenceCount( void ) { mAcquiredReferenceCount++; }
+    inline void releaseAcquiredReferenceCount( void ) { AssertFatal( mAcquiredReferenceCount != 0, "AssetManager: Invalid acquired reference count." ); mAcquiredReferenceCount--; }
+    inline U32 getAcquiredReferenceCount( void ) const { return mAcquiredReferenceCount; }
+
     /// Asset queries.
     S32 findAllAssets( AssetQuery* pAssetQuery, const bool ignoreInternal = true, const bool ignorePrivate = true );
     S32 findAssetName( AssetQuery* pAssetQuery, const char* pAssetName, const bool partialName = false );

+ 2 - 2
engine/source/assets/assetPtr.h

@@ -45,7 +45,7 @@ public:
     AssetPtrBase() {};
     virtual ~AssetPtrBase()
     {
-        // Unregister any notifications.
+        // Un-register any notifications.
         unregisterRefreshNotify();
     };
 
@@ -72,7 +72,7 @@ public:
 
     void unregisterRefreshNotify( void )
     {
-        // Unregister the refresh notify if the asset system is available.
+        // Un-register the refresh notify if the asset system is available.
         if ( AssetDatabase.isProperlyAdded() )
             AssetDatabase.unregisterAssetPtrRefreshNotify( this );
     }

+ 4 - 0
engine/source/testing/unitTesting.h

@@ -25,6 +25,10 @@
 
 #ifndef TORQUE_SHIPPING
 
+#if _MSC_VER >= 1700
+#define _VARIADIC_MAX 10
+#endif
+
 #include "gtest/gtest.h"
 
 #endif // TORQUE_SHIPPING

+ 4 - 0
main.cs

@@ -49,6 +49,10 @@ ModuleDatabase.EchoInfo = false;
 // Set asset database information echo.
 AssetDatabase.EchoInfo = false;
 
+// Set the asset manager to ignore any auto-unload assets.
+// This cases assets to stay in memory unless assets are purged.
+AssetDatabase.IgnoreAutoUnload = true;
+
 // Scan modules.
 ModuleDatabase.scanModules( "modules" );
 

+ 21 - 1
modules/Sandbox/1/gui/MainOverlay.gui.taml

@@ -19,7 +19,7 @@
         isContainer="0"
         HorizSizing="left"
         VertSizing="bottom"
-        Position="474 0"
+        Position="360 0"
         Extent="100 30"
         MinExtent="8 2"
         canSave="1"
@@ -29,6 +29,26 @@
         groupNum="-1"
         useMouseEvents="1" />		
 
+	<!-- Pause Scene Mode-->
+    <GuiButtonCtrl
+        Name="PauseSceneModeButton"
+        Profile="BlueButtonProfile"
+		Text="(Un)Pause"
+		ButtonType="PushButton"
+        canSaveDynamicFields="0"
+        isContainer="0"
+        HorizSizing="left"
+        VertSizing="bottom"
+        Position="474 0"
+        Extent="100 30"
+        MinExtent="8 2"
+        canSave="1"
+        Visible="1"
+        Active="1"
+        hovertime="1000"
+        groupNum="-1"
+        useMouseEvents="1" />		
+		
 	<!-- Reload Toy-->
     <GuiButtonCtrl
 		Name="ReloadToyOverlayButton"

+ 3 - 0
modules/Sandbox/1/main.cs

@@ -90,6 +90,9 @@ function Sandbox::destroy( %this )
     
     // Destroy the sandbox window.
     destroySandboxWindow();
+    
+    // Destroy the sandbox scene.
+    destroySandboxScene();
 }
 
 //-----------------------------------------------------------------------------

+ 1 - 0
modules/Sandbox/1/module.taml

@@ -1,6 +1,7 @@
 <ModuleDefinition
 	ModuleId="Sandbox"
 	VersionId="1"
+	Dependencies="ToyAssets=1"
 	Description="A sandbox for testing and prototyping."
 	ScriptFile="main.cs"
 	CreateFunction="create"

+ 1 - 1
modules/Sandbox/1/scripts/scene.cs

@@ -94,7 +94,7 @@ function destroySandboxScene()
         return;
 
     // Delete the scene.
-    SandboxScene.delete();         
+    SandboxScene.delete();
 }
 
 //-----------------------------------------------------------------------------

+ 15 - 0
modules/Sandbox/1/scripts/toolbox.cs

@@ -246,6 +246,21 @@ function ResolutionSelectList::onSelect(%this)
 
 //-----------------------------------------------------------------------------
 
+function PauseSceneModeButton::onClick(%this)
+{
+    // Sanity!
+    if ( !isObject(SandboxScene) )
+    {
+        error( "Cannot pause/unpause the Sandbox scene as it does not exist." );
+        return;
+    }
+    
+    // Toggle the scene pause.
+    SandboxScene.setScenePause( !SandboxScene.getScenePause() );   
+}
+
+//-----------------------------------------------------------------------------
+
 function ReloadToyOverlayButton::onClick(%this)
 {
     // Finish if no toy is loaded.

+ 4 - 1
modules/Sandbox/1/scripts/toys.cs

@@ -69,6 +69,9 @@ function loadToy( %moduleDefinition )
         
     // Create a sandbox scene.
     createSandboxScene();
+    
+    // Now is a good time to purge any idle assets.
+    AssetDatabase.purgeAssets();    
         
     // Set active toy.
     // This must be done here in-case a toy depends on it during its initialization.
@@ -105,5 +108,5 @@ function unloadToy()
     }
     
     // Reset active toy.
-    Sandbox.ActiveToy = "";     
+    Sandbox.ActiveToy = "";  
 }

+ 1 - 0
modules/TruckToy/1/main.cs

@@ -695,6 +695,7 @@ function TruckProjectile::handleCollision(%this, %object, %collisionDetails)
 {   
     // Create an impact explosion at the projectiles position.
     %particlePlayer = new ParticlePlayer();
+    %particlePlayer.BodyType = Static;
     %particlePlayer.Position = %this.Position;    
     %particlePlayer.Size = 10;
     %particlePlayer.SceneLayer = TruckToy.BackgroundDomain-1;