.. |
assets
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ae5a43de70
Asset Browser initial implementation - Asset updates.
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7 years ago |
components
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fd23f0d0e9
gcc/clang build fix
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7 years ago |
decal
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 years ago |
examples
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3a18819e1e
Issue found by PVS Studio:
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10 years ago |
fps
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
fx
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62500487f1
ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting.
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8 years ago |
gameBase
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0c21ef1b45
Removes Entity/Component stuff from being behind an experimental flag.
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8 years ago |
physics
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8f0e418e54
Fixes collision shape assignment after a PhysicsShapeData resource change signal is triggered.
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8 years ago |
sceneComponent
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
sfx
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fbfd3ed8ed
clang: constructor initialization order
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9 years ago |
systems
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57284507f2
Adds the Systems for the Entity-Component-Systems setup.
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7 years ago |
turret
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51df59092d
Assorted bug fixes
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8 years ago |
vehicles
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
accumulationVolume.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
accumulationVolume.h
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c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
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10 years ago |
aiClient.cpp
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2f48f31a6f
Fixed String comparisons.
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11 years ago |
aiClient.h
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 years ago |
aiConnection.cpp
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 years ago |
aiConnection.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
aiPlayer.cpp
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ab88b8f489
anim-clip -- sequence selection by afx effects
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8 years ago |
aiPlayer.h
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ab88b8f489
anim-clip -- sequence selection by afx effects
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8 years ago |
camera.cpp
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5c67c6c846
Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera
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8 years ago |
camera.h
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fcce9be33c
obj-select -- object selection functionality
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8 years ago |
cameraSpline.cpp
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a0dc2adff8
suppresses a leak potentially caused by Knot::mType||Knot::mPath entries.
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9 years ago |
cameraSpline.h
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a0dc2adff8
suppresses a leak potentially caused by Knot::mType||Knot::mPath entries.
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9 years ago |
containerQuery.cpp
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a7c7b67c85
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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8 years ago |
containerQuery.h
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fbfd3ed8ed
clang: constructor initialization order
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9 years ago |
convexShape.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
convexShape.h
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c6b6ffc10b
For for Issue #106 Convex Shape Bandwidth
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13 years ago |
debris.cpp
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706d717ef6
enhanced-particle -- Accounts for larger number of particle size keys.
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8 years ago |
debris.h
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 years ago |
entity.cpp
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68efd8e22a
Updates to component classes -
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7 years ago |
entity.h
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68efd8e22a
Updates to component classes -
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7 years ago |
gameFunctions.cpp
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 years ago |
gameFunctions.h
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 years ago |
gameTSCtrl.cpp
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0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
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10 years ago |
gameTSCtrl.h
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0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
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10 years ago |
groundPlane.cpp
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3219735087
meshroad-zodiacs -- MeshRoad customizations for rendering zodiacs on them.
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8 years ago |
groundPlane.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
guiMaterialPreview.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
guiMaterialPreview.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
guiNoMouseCtrl.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
guiObjectView.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
guiObjectView.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
item.cpp
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2bd43efcb9
Fix minor errors in console function definitions
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7 years ago |
item.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
levelInfo.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
levelInfo.h
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2b57bed899
level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume.
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9 years ago |
lightAnimData.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
lightAnimData.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
lightBase.cpp
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19092c368a
localRenderViz -- Implements per-light renderViz setting.
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8 years ago |
lightBase.h
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19092c368a
localRenderViz -- Implements per-light renderViz setting.
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8 years ago |
lightDescription.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
lightDescription.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
lightFlareData.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
lightFlareData.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
missionArea.cpp
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f3fc84738b
Use fixed buffer size var when allocating return buffer from console.
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11 years ago |
missionArea.h
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093252ada3
Updated logic in MissionArea::getServerObject.
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13 years ago |
missionMarker.cpp
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27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
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8 years ago |
missionMarker.h
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fbc9660bc3
WaypointTeam never worked and if you look at the code you can see its not very clean.
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11 years ago |
objectTypes.h
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d78f5bc4e9
afxModel-type -- defines a type bit for afxModel objects.
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8 years ago |
occlusionVolume.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
occlusionVolume.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
pathCamera.cpp
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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10 years ago |
pathCamera.h
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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10 years ago |
physicalZone.cpp
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51df59092d
Assorted bug fixes
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8 years ago |
physicalZone.h
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a7c7b67c85
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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8 years ago |
player.cpp
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25b780ccaf
player-look -- modified player head and arm control
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8 years ago |
player.h
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25b780ccaf
player-look -- modified player head and arm control
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8 years ago |
pointLight.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
pointLight.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
portal.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
portal.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
prefab.cpp
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1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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8 years ago |
prefab.h
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1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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8 years ago |
projectile.cpp
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c32c9557ab
enhanced-projectile
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8 years ago |
projectile.h
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c32c9557ab
enhanced-projectile
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8 years ago |
proximityMine.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
proximityMine.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
resource.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
rigid.cpp
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691a08bb33
Backend correction for the rigid vs rigid collision resolver:
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10 years ago |
rigid.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
rigidShape.cpp
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1ee127b753
more unused variable cleanups
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9 years ago |
rigidShape.h
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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10 years ago |
scopeAlwaysShape.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
shapeBase.cpp
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2bd43efcb9
Fix minor errors in console function definitions
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7 years ago |
shapeBase.h
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8aaed004f1
Collision events
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8 years ago |
shapeCollision.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
shapeImage.cpp
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ce51070fc4
whitespace updates
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8 years ago |
spotLight.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
spotLight.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
staticShape.cpp
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 years ago |
staticShape.h
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 years ago |
trigger.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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10 years ago |
trigger.h
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a1740e8a9c
Made Trigger friendlier towards inheritance.
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13 years ago |
tsStatic.cpp
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d4c2eeea98
Selection Highlighting
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8 years ago |
tsStatic.h
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d4c2eeea98
Selection Highlighting
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8 years ago |
zone.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
zone.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |