Commit History

Author SHA1 Message Date
  Mike Lilligreen 2ab09eaccd Fixes to get Windows platform to compile 11 years ago
  Cameron Porter f3b8842b99 Merge remote-tracking branch 'garagegames/development' into linuxsupport 12 years ago
  MichPerry-GG f2c757fbd6 Attempted merge of Leap motion and current development. Windows support first. 12 years ago
  MichPerry-GG 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." 12 years ago
  MichPerry-GG 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. 12 years ago
  Cameron Porter 67d51acf7a Get the existing Torque2D codebase to compile as easily as is possible on Linux in a 32-bit environment. 12 years ago
  capnlove 8581faac07 Modified VS2012 solution 12 years ago
  Charlie Patterson 810613812e combine some global function sets together. there are too many sets with only one or two (questionable) functions. 12 years ago
  Charlie Patterson 934b309843 moved all console bindings not related to guis and only updated in vs2012 project! 12 years ago
  Charlie Patterson 54d2c78da5 3 more scriptbinding conversions 12 years ago
  Charlie Patterson 157403de35 15 more script bind files. heh. 12 years ago
  Charlie Patterson de1e58a4f7 created 14 more ScriptBinding files (with new docs format). 12 years ago
  Charlie Patterson d47295d4e4 moved more ConsoleMethods to ConsoleMethodWithDocs (separating functions into a ScriptBinding file usually) 12 years ago
  Charlie Patterson 855b7056c9 Gave the function groups prettier names. (touched a lot of files therefore) 12 years ago
  Charlie Patterson 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. 12 years ago
  Charlie Patterson c9d778788c * added scriptBinding.dox. 12 years ago
  Charlie Patterson 84fc39e0d6 Merge branch 'development' into torqueScriptDocs 12 years ago
  Charlie Patterson 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: 12 years ago
  MichPerry-GG fa975ba44d - Updated the formatting for the guiGridCtrl source to coincide with the coding standard used in other parts of the engine. 12 years ago
  Charlie Patterson 532454616e example of a few new concepts for documenting the engine and torqueScript. 12 years ago
  MelvMay-GG 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). 12 years ago
  MelvMay-GG 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). 12 years ago
  MelvMay-GG 0c8a29ef35 - Removed obsolete file from projects. 12 years ago
  MelvMay-GG 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). 12 years ago
  MelvMay-GG d098ff5e57 - Removed redundant "AssetSnapshot" code. 12 years ago
  MelvMay-GG 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. 12 years ago
  MelvMay-GG 28beb53b39 - Added composite experiment. 13 years ago
  MelvMay-GG 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. 13 years ago
  MelvMay-GG 7ed1f79dd3 - Reorganized controllers into a picking/grouped hierarchy. 13 years ago
  MelvMay-GG 2ffdd5a8d8 - Renamed "AttractorController" to "PointForceController". 13 years ago