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 |
capnlove
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8581faac07
Modified VS2012 solution
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12 years ago |
Charlie Patterson
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810613812e
combine some global function sets together. there are too many sets with only one or two (questionable) functions.
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12 years ago |
Charlie Patterson
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934b309843
moved all console bindings not related to guis and only updated in vs2012 project!
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12 years ago |
Charlie Patterson
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54d2c78da5
3 more scriptbinding conversions
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12 years ago |
Charlie Patterson
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157403de35
15 more script bind files. heh.
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12 years ago |
Charlie Patterson
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de1e58a4f7
created 14 more ScriptBinding files (with new docs format).
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12 years ago |
Charlie Patterson
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d47295d4e4
moved more ConsoleMethods to ConsoleMethodWithDocs (separating functions into a ScriptBinding file usually)
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12 years ago |
Charlie Patterson
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855b7056c9
Gave the function groups prettier names. (touched a lot of files therefore)
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12 years ago |
Charlie Patterson
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9308e1e3ed
converting a ton of ConsoleFunction's to ConsoleFunctionWithDocs. This often involves separating console functions into their own *_ScriptBinding.h file. This is probably half of them moved and 75% tested.
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12 years ago |
Charlie Patterson
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c9d778788c
* added scriptBinding.dox.
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12 years ago |
Charlie Patterson
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84fc39e0d6
Merge branch 'development' into torqueScriptDocs
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12 years ago |
Charlie Patterson
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310ed7f670
Trying a different tact for producing TS docs. This commit no longer links to the T2D docs which frees us from a few issues:
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12 years ago |
MichPerry-GG
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fa975ba44d
- Updated the formatting for the guiGridCtrl source to coincide with the coding standard used in other parts of the engine.
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12 years ago |
Charlie Patterson
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532454616e
example of a few new concepts for documenting the engine and torqueScript.
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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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12 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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12 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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7ed1f79dd3
- Reorganized controllers into a picking/grouped hierarchy.
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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 |