Mike Lilligreen
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2ab09eaccd
Fixes to get Windows platform to compile
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11 years ago |
Cameron Porter
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f3b8842b99
Merge remote-tracking branch 'garagegames/development' into linuxsupport
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12 years ago |
MichPerry-GG
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f2c757fbd6
Attempted merge of Leap motion and current development. Windows support first.
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12 years ago |
MichPerry-GG
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21b86e342d
Revert "Hand merging rnd branch, which is just Leap Motion support and input improvements. This will temporarily break the other platforms, which I will fix immediately."
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12 years ago |
MichPerry-GG
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3067b33f48
Hand merging rnd branch, which is just Leap Motion support and input improvements. This will temporarily break the other platforms, which I will fix immediately.
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12 years ago |
Cameron Porter
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67d51acf7a
Get the existing Torque2D codebase to compile as easily as is possible on Linux in a 32-bit environment.
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12 years ago |
lilligreen
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d68dc83b2f
Cleanup files that did merge properly
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12 years ago |
Charlie Patterson
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f9cfee0df6
updated vs2010 project. not completely working yet! (but needed to check-in before experiments.)
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12 years ago |
MichPerry-GG
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ca00986e6a
Merge remote-tracking branch 'refs/remotes/whilke/feature/guiGrid' into development.
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12 years ago |
MelvMay-GG
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d39be86797
- Added JSON parser. You can now write module and assets using JSON because there's a parser available (it can even update so it works with renaming assets etc).
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12 years ago |
MelvMay-GG
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61544fec27
- Completely rewritten the Taml visitor/parser set-up this morning. Now TAML can perform parsing requests for visitors for potentially any format i.e. you can write a visitor without having knowledge of the format being read. Only an XML parser is currently present but I'm now writing JSON and BINARY parsers. With a JSON and BINARY parser in place you will be able to define things like asset-definitions and module-definitions in any TAML format (any that has a parser).
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12 years ago |
MelvMay-GG
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0c8a29ef35
- Removed obsolete file from projects.
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12 years ago |
MelvMay-GG
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1d007c26a4
- TAML now supports writing and reading JSON. By default it will use a schema that is strictly compatible with JSON RFC4627 (specifically the part about member names must be unique) however TAML does not care about this and it can be turned off with the console variable "$pref::T2D::JSONStrict" (set it to false).
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12 years ago |
MelvMay-GG
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d098ff5e57
- Removed redundant "AssetSnapshot" code.
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13 years ago |
MelvMay-GG
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1d2918d3d6
- Removed AnimationController and replaced with ImageFrameProvider. This is a move towards unifying frames as a source for Sprites where potentially you can have assets that are compatible i.e. ImageAsset and AnimationAsset both supply frames so can be assigned to the same field (say) ".Asset = 'blah'". It also means that you could have a "MovieAsset" that could also supply the same asset i.e. be able to assign an image, animation or movie to a sprite, scroller, GuiSpriteButton etc.
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13 years ago |
MelvMay-GG
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28beb53b39
- Added composite experiment.
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13 years ago |
MelvMay-GG
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60fb8ec555
- Added first pass of picking for CompositeSprite. This is limited to sprite AABB until I can get some time to share the fixture (collision shape) set-up between it and the SceneObject.
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13 years ago |
MelvMay-GG
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88239a0dc5
- Updated VS2010 with recent scene-controller changes.
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13 years ago |
MelvMay-GG
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2ffdd5a8d8
- Renamed "AttractorController" to "PointForceController".
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13 years ago |
MelvMay-GG
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fff1dbb699
- Add Attractor controller WIP.
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13 years ago |
MelvMay-GG
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d63a3db4bf
- Scene controllers WIP.
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13 years ago |
MelvMay-GG
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696bf04d2c
- Moved and renamed the "setTimerOn()" and "setTimerOff()" functionality from SceneObject to SimObject. These are now named "startTimer()" and "stopTimer()" and now allow the callback function to be specified as well as the timer period and an optional repeat count which if not specified or specified as zero will repeat infinitely.
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13 years ago |
Mich
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a20f2864a1
- First push of Torque 2D 2.0 (MIT)
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13 years ago |