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Parametrize script extension, default to 'tscript'

Lukas Aldershaab 4 лет назад
Родитель
Сommit
099dd4f1f3
100 измененных файлов с 193 добавлено и 193 удалено
  1. 4 4
      Engine/source/T3D/assets/assetImporter.cpp
  2. 2 2
      Engine/source/T3D/fx/fxFoliageReplicator.cpp
  3. 3 3
      Engine/source/T3D/fx/fxShapeReplicator.cpp
  4. 2 2
      Engine/source/T3D/gameBase/gameConnection.h
  5. 2 2
      Engine/source/T3D/lightFlareData.cpp
  6. 1 1
      Engine/source/app/banList.cpp
  7. 4 4
      Engine/source/app/mainLoop.cpp
  8. 2 2
      Engine/source/app/mainLoop.h
  9. 4 4
      Engine/source/app/net/net.cpp
  10. 5 5
      Engine/source/console/console.cpp
  11. 3 3
      Engine/source/console/console.h
  12. 1 1
      Engine/source/console/consoleDoc.h
  13. 11 11
      Engine/source/console/consoleFunctions.cpp
  14. 1 1
      Engine/source/console/consoleParser.h
  15. 12 12
      Engine/source/console/fileSystemFunctions.cpp
  16. 1 1
      Engine/source/console/telnetDebugger.h
  17. 2 2
      Engine/source/core/util/zip/zipVolume.cpp
  18. 1 1
      Engine/source/core/virtualMountSystem.h
  19. 4 4
      Engine/source/gfx/gfxCardProfile.cpp
  20. 2 2
      Engine/source/gui/controls/guiFileTreeCtrl.cpp
  21. 3 3
      Engine/source/i18n/lang.cpp
  22. 1 1
      Engine/source/materials/materialDefinition.cpp
  23. 2 2
      Engine/source/platform/platform.h
  24. 1 1
      Engine/source/renderInstance/renderDeferredMgr.cpp
  25. 3 3
      Engine/source/renderInstance/renderFormatChanger.cpp
  26. 1 1
      Engine/source/renderInstance/renderPassManager.cpp
  27. 3 3
      Engine/source/renderInstance/renderPassStateToken.cpp
  28. 2 2
      Engine/source/sim/actionMap.cpp
  29. 2 2
      Engine/source/ts/assimp/assimpAppMaterial.cpp
  30. 1 1
      Engine/source/ts/assimp/assimpShapeLoader.cpp
  31. 1 1
      Engine/source/ts/collada/colladaAppMaterial.h
  32. 3 3
      Engine/source/ts/collada/colladaShapeLoader.cpp
  33. 1 1
      Engine/source/ts/collada/colladaUtils.cpp
  34. 1 1
      Engine/source/ts/collada/colladaUtils.h
  35. 2 2
      Engine/source/ts/tsShape.cpp
  36. 5 5
      Engine/source/ts/tsShapeConstruct.cpp
  37. 1 1
      Templates/BaseGame/game/core/Core.module
  38. 6 6
      Templates/BaseGame/game/core/Core.tscript
  39. 1 1
      Templates/BaseGame/game/core/clientServer/Core_ClientServer.module
  40. 5 5
      Templates/BaseGame/game/core/clientServer/Core_ClientServer.tscript
  41. 7 7
      Templates/BaseGame/game/core/clientServer/scripts/client/client.tscript
  42. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.tscript
  43. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/client/levelDownload.tscript
  44. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/client/levelLoad.tscript
  45. 1 1
      Templates/BaseGame/game/core/clientServer/scripts/client/message.tscript
  46. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/audio.tscript
  47. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/commands.tscript
  48. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.tscript
  49. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/defaults.tscript
  50. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/kickban.tscript
  51. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.tscript
  52. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/levelInfo.tscript
  53. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.tscript
  54. 0 0
      Templates/BaseGame/game/core/clientServer/scripts/server/message.tscript
  55. 13 13
      Templates/BaseGame/game/core/clientServer/scripts/server/server.tscript
  56. 1 1
      Templates/BaseGame/game/core/console/Core_Console.module
  57. 2 2
      Templates/BaseGame/game/core/console/Core_Console.tscript
  58. 0 0
      Templates/BaseGame/game/core/console/scripts/console.tscript
  59. 0 0
      Templates/BaseGame/game/core/console/scripts/profiles.tscript
  60. 1 1
      Templates/BaseGame/game/core/gameObjects/Core_GameObjects.module
  61. 1 1
      Templates/BaseGame/game/core/gameObjects/Core_GameObjects.tscript
  62. 0 0
      Templates/BaseGame/game/core/gameObjects/datablocks/defaultDatablocks.tscript
  63. 0 0
      Templates/BaseGame/game/core/gameObjects/materials/materials.tscript
  64. 0 0
      Templates/BaseGame/game/core/gameObjects/shapes/materials.tscript
  65. 0 11
      Templates/BaseGame/game/core/gui/Core_GUI.cs
  66. 1 1
      Templates/BaseGame/game/core/gui/Core_GUI.module
  67. 11 0
      Templates/BaseGame/game/core/gui/Core_GUI.tscript
  68. 0 0
      Templates/BaseGame/game/core/gui/scripts/canvas.tscript
  69. 0 0
      Templates/BaseGame/game/core/gui/scripts/cursor.tscript
  70. 0 0
      Templates/BaseGame/game/core/gui/scripts/profiles.tscript
  71. 0 20
      Templates/BaseGame/game/core/lighting/Core_Lighting.cs
  72. 1 1
      Templates/BaseGame/game/core/lighting/Core_Lighting.module
  73. 20 0
      Templates/BaseGame/game/core/lighting/Core_Lighting.tscript
  74. 2 2
      Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Init.tscript
  75. 0 0
      Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.tscript
  76. 1 1
      Templates/BaseGame/game/core/lighting/scripts/basicLighting_Init.tscript
  77. 0 0
      Templates/BaseGame/game/core/lighting/scripts/basicLighting_shadowFilter.tscript
  78. 0 0
      Templates/BaseGame/game/core/lighting/scripts/deferredShading.tscript
  79. 2 2
      Templates/BaseGame/game/core/lighting/scripts/lighting.tscript
  80. 0 0
      Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.tscript
  81. 0 14
      Templates/BaseGame/game/core/postFX/Core_PostFX.cs
  82. 1 1
      Templates/BaseGame/game/core/postFX/Core_PostFX.module
  83. 14 0
      Templates/BaseGame/game/core/postFX/Core_PostFX.tscript
  84. 0 0
      Templates/BaseGame/game/core/postFX/images/materials.tscript
  85. 0 0
      Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.tscript
  86. 0 0
      Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.tscript
  87. 0 0
      Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.tscript
  88. 1 1
      Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.tscript
  89. 0 0
      Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.tscript
  90. 0 0
      Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.tscript
  91. 0 0
      Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.tscript
  92. 0 0
      Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.tscript
  93. 0 0
      Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.tscript
  94. 0 0
      Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.tscript
  95. 0 0
      Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript
  96. 0 0
      Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.tscript
  97. 0 0
      Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.tscript
  98. 1 1
      Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.tscript
  99. 0 0
      Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.tscript
  100. 0 0
      Templates/BaseGame/game/core/postFX/scripts/SSAO/SSAOPostFx.tscript

+ 4 - 4
Engine/source/T3D/assets/assetImporter.cpp

@@ -2630,7 +2630,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
    StringTableEntry assetName = StringTable->insert(assetItem->assetName.c_str());
 
    String tamlPath = targetPath + "/" + assetName + ".asset.taml";
-   String scriptName = assetItem->assetName + ".cs";
+   String scriptName = assetItem->assetName + "." TORQUE_SCRIPT_EXTENSION;
    String scriptPath = targetPath + "/" + scriptName;
    String originalPath = assetItem->filePath.getFullPath().c_str();
 
@@ -2717,7 +2717,7 @@ Torque::Path AssetImporter::importMaterialAsset(AssetImportObject* assetItem)
 
    //Now write the script file containing our material out
    //There's 2 ways to do this. If we're in-place importing an existing asset, we can see if the definition existed already, like in an old
-   //materials.cs file. if it does, we can just find the object by name, and save it out to our new file
+   //materials.tscript file. if it does, we can just find the object by name, and save it out to our new file
    //If not, we'll just generate one
    Material* existingMat = MATMGR->getMaterialDefinitionByName(assetName);
 
@@ -2878,10 +2878,10 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
 
    String shapeFileName = assetItem->filePath.getFileName() + "." + assetItem->filePath.getExtension();
    String assetPath = targetPath + "/" + shapeFileName;
-   String constructorPath = targetPath + "/" + assetItem->filePath.getFileName() + ".cs";
+   String constructorPath = targetPath + "/" + assetItem->filePath.getFileName() + "." TORQUE_SCRIPT_EXTENSION;
    String tamlPath = targetPath + "/" + assetName + ".asset.taml";
    String originalPath = assetItem->filePath.getFullPath().c_str();
-   String originalConstructorPath = assetItem->filePath.getPath() + "/" + assetItem->filePath.getFileName() + ".cs";
+   String originalConstructorPath = assetItem->filePath.getPath() + "/" + assetItem->filePath.getFileName() + "." TORQUE_SCRIPT_EXTENSION;
 
    char qualifiedFromFile[2048];
    char qualifiedToFile[2048];

+ 2 - 2
Engine/source/T3D/fx/fxFoliageReplicator.cpp

@@ -87,13 +87,13 @@ GFXImplementVertexFormat( GFXVertexFoliage )
 //
 //------------------------------------------------------------------------------
 //
-//	Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
+//	Put this in /example/common/editor/EditorGui.tscript in [function Creator::init( %this )]
 //	
 //   %Environment_Item[8] = "fxFoliageReplicator";  <-- ADD THIS.
 //
 //------------------------------------------------------------------------------
 //
-//	Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
+//	Put this in /example/common/client/missionDownload.tscript in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
 //	after codeline 'onPhase2Complete();'.
 //
 //	StartFoliageReplication();

+ 3 - 3
Engine/source/T3D/fx/fxShapeReplicator.cpp

@@ -37,14 +37,14 @@
 
 //------------------------------------------------------------------------------
 //
-//	Put this in /example/common/editor/editor.cs in function [Editor::create()] (around line 66).
+//	Put this in /example/common/editor/editor.tscript in function [Editor::create()] (around line 66).
 //
 //   // Ignore Replicated fxStatic Instances.
 //   EWorldEditor.ignoreObjClass("fxShapeReplicatedStatic");
 //
 //------------------------------------------------------------------------------
 //
-//	Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
+//	Put this in /example/common/editor/EditorGui.tscript in [function Creator::init( %this )]
 //
 //   %Environment_Item[8] = "fxShapeReplicator";  <-- ADD THIS.
 //
@@ -60,7 +60,7 @@
 //
 //------------------------------------------------------------------------------
 //
-//	Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
+//	Put this in /example/common/client/missionDownload.tscript in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
 //	after codeline 'onPhase2Complete();'.
 //
 //	StartClientReplication();

+ 2 - 2
Engine/source/T3D/gameBase/gameConnection.h

@@ -62,8 +62,8 @@ struct AuthInfo;
 
 // To disable datablock caching, remove or comment out the AFX_CAP_DATABLOCK_CACHE define below.
 // Also, at a minimum, the following script preferences should be set to false:
-//   $pref::Client::EnableDatablockCache = false; (in arcane.fx/client/defaults.cs)
-//   $Pref::Server::EnableDatablockCache = false; (in arcane.fx/server/defaults.cs)
+//   $pref::Client::EnableDatablockCache = false; (in arcane.fx/client/defaults.tscript)
+//   $Pref::Server::EnableDatablockCache = false; (in arcane.fx/server/defaults.tscript)
 // Alternatively, all script code marked with "DATABLOCK CACHE CODE" can be removed or
 // commented out.
 //

+ 2 - 2
Engine/source/T3D/lightFlareData.cpp

@@ -85,7 +85,7 @@ ConsoleDocClass( LightFlareData,
    "as a 2D sprite in screenspace.\n\n"
 
    "@tsexample\n"
-   "// example from Full Template, core/art/datablocks/lights.cs\n"
+   "// example from Full Template, core/art/datablocks/lights." TORQUE_SCRIPT_EXTENSION "\n"
    "datablock LightFlareData( LightFlareExample0 )\n"
    "{\n"
    "   overallScale = 2.0;\n"
@@ -676,4 +676,4 @@ DefineEngineMethod( LightFlareData, apply, void, (),,
                    )
 {
    object->inspectPostApply();
-}
+}

+ 1 - 1
Engine/source/app/banList.cpp

@@ -294,7 +294,7 @@ DefineEngineStaticMethod( BanList, export, void, ( const char* filename ),,
               "Dump the banlist to a file.\n\n"
               "@param filename Path of the file to write the list to.\n\n"
 			  "@tsexample\n"
-			  "BanList::Export(\"./server/banlist.cs\");\n"
+			  "BanList::Export(\"./server/banlist." TORQUE_SCRIPT_EXTENSION "\");\n"
 			  "@endtsexample\n\n")
 {
    BanList::instance()->exportToFile( filename );

+ 4 - 4
Engine/source/app/mainLoop.cpp

@@ -436,7 +436,7 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
    }
 #endif
 
-   // Executes an entry script file. This is "main.cs"
+   // Executes an entry script file. This is "main.tscript"
    // by default, but any file name (with no whitespace
    // in it) may be run if it is specified as the first
    // command-line parameter. The script used, default
@@ -459,7 +459,7 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
    // The working filestream.
    FileStream str; 
 
-   const char *defaultScriptName = "main.cs";
+   const char *defaultScriptName = "main." TORQUE_SCRIPT_EXTENSION;
    bool useDefaultScript = true;
 
    // Check if any command-line parameters were passed (the first is just the app name).
@@ -493,14 +493,14 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
       {
          OpenFileDialog ofd;
          FileDialogData &fdd = ofd.getData();
-         fdd.mFilters = StringTable->insert("Main Entry Script (main.cs)|main.cs|");
+         fdd.mFilters = StringTable->insert("Main Entry Script (main." TORQUE_SCRIPT_EXTENSION ")|main." TORQUE_SCRIPT_EXTENSION "|");
          fdd.mTitle   = StringTable->insert("Locate Game Entry Script");
 
          // Get the user's selection
          if( !ofd.Execute() )
             return false;
 
-         // Process and update CWD so we can run the selected main.cs
+         // Process and update CWD so we can run the selected main.tscript
          S32 pathLen = dStrlen( fdd.mFile );
          FrameTemp<char> szPathCopy( pathLen + 1);
 

+ 2 - 2
Engine/source/app/mainLoop.h

@@ -32,7 +32,7 @@ public:
    /// Initialize core libraries and call registered init functions
    static void init();
 
-   /// Pass command line arguments to registered functions and main.cs
+   /// Pass command line arguments to registered functions and main.tscript
    static bool handleCommandLine(S32 argc, const char **argv);
 
    /// A standard mainloop implementation.
@@ -53,4 +53,4 @@ private:
    static void preShutdown();
 };
 
-#endif
+#endif

+ 4 - 4
Engine/source/app/net/net.cpp

@@ -220,7 +220,7 @@ DefineEngineStringlyVariadicFunction( commandToServer, void, 2, RemoteCommandEve
 
    "@tsexample\n"
       "// Create a standard function.  Needs to be executed on the client, such \n"
-      "// as within scripts/client/default.bind.cs\n"
+      "// as within scripts/client/default.bind." TORQUE_SCRIPT_EXTENSION "\n"
       "function toggleCamera(%val)\n"
       "{\n"
       "	// If key was down, call a server command named 'ToggleCamera'\n"
@@ -228,7 +228,7 @@ DefineEngineStringlyVariadicFunction( commandToServer, void, 2, RemoteCommandEve
       "		commandToServer('ToggleCamera');\n"
       "}\n\n"
       "// Server command being called from above.  Needs to be executed on the \n"
-      "// server, such as within scripts/server/commands.cs\n"
+      "// server, such as within scripts/server/commands." TORQUE_SCRIPT_EXTENSION "\n"
       "function serverCmdToggleCamera(%client)\n"
       "{\n"
       "   if (%client.getControlObject() == %client.player)\n"
@@ -264,7 +264,7 @@ DefineEngineStringlyVariadicFunction( commandToClient, void, 3, RemoteCommandEve
 
    "@tsexample\n"
       "// Set up the client command.  Needs to be executed on the client, such as\n"
-      "// within scripts/client/client.cs\n"
+      "// within scripts/client/client." TORQUE_SCRIPT_EXTENSION "\n"
       "// Update the Ammo Counter with current ammo, if not any then hide the counter.\n"
       "function clientCmdSetAmmoAmountHud(%amount)\n"
       "{\n"
@@ -277,7 +277,7 @@ DefineEngineStringlyVariadicFunction( commandToClient, void, 3, RemoteCommandEve
       "   }\n"
       "}\n\n"
       "// Call it from a server function.  Needs to be executed on the server, \n"
-      "//such as within scripts/server/game.cs\n"
+      "//such as within scripts/server/game." TORQUE_SCRIPT_EXTENSION "\n"
       "function GameConnection::setAmmoAmountHud(%client, %amount)\n"
       "{\n"
       "   commandToClient(%client, 'SetAmmoAmountHud', %amount);\n"

+ 5 - 5
Engine/source/console/console.cpp

@@ -323,7 +323,7 @@ void init()
    ConsoleConstructor::setup();
 
    // Set up the parser(s)
-   CON_ADD_PARSER(CMD,   "cs",   true);   // TorqueScript
+   CON_ADD_PARSER(CMD, TORQUE_SCRIPT_EXTENSION,   true);   // TorqueScript
 
    // Setup the console types.
    ConsoleBaseType::initialize();
@@ -1184,7 +1184,7 @@ bool executeFile(const char* fileName, bool noCalls, bool journalScript)
    Con::expandScriptFilename(scriptFilenameBuffer, sizeof(scriptFilenameBuffer), fileName);
 
    // since this function expects a script file reference, if it's a .dso
-   // lets terminate the string before the dso so it will act like a .cs
+   // lets terminate the string before the dso so it will act like a .tscript
    if (dStrEndsWith(scriptFilenameBuffer, ".dso"))
    {
       scriptFilenameBuffer[dStrlen(scriptFilenameBuffer) - dStrlen(".dso")] = '\0';
@@ -1206,11 +1206,11 @@ bool executeFile(const char* fileName, bool noCalls, bool journalScript)
    // Check Editor Extensions
    bool isEditorScript = false;
 
-   // If the script file extension is '.ed.cs' then compile it to a different compiled extension
-   if (dStricmp(ext, ".cs") == 0)
+   // If the script file extension is '.ed.tscript' then compile it to a different compiled extension
+   if (dStricmp(ext, "." TORQUE_SCRIPT_EXTENSION) == 0)
    {
       const char* ext2 = ext - 3;
-      if (dStricmp(ext2, ".ed.cs") == 0)
+      if (dStricmp(ext2, ".ed." TORQUE_SCRIPT_EXTENSION) == 0)
          isEditorScript = true;
    }
    else if (dStricmp(ext, ".gui") == 0)

+ 3 - 3
Engine/source/console/console.h

@@ -468,11 +468,11 @@ namespace Con
    /// This is used in (among other places) the exec() script function, which
    /// takes a parameter indicating a script file and executes it. Script paths
    /// can be one of:
-   ///      - <b>Absolute:</b> <i>fps/foo/bar.cs</i> Paths of this sort are passed
+   ///      - <b>Absolute:</b> <i>fps/foo/bar.tscript</i> Paths of this sort are passed
    ///        through.
-   ///      - <b>Mod-relative:</b> <i>~/foo/bar.cs</i> Paths of this sort have their
+   ///      - <b>Mod-relative:</b> <i>~/foo/bar.tscript</i> Paths of this sort have their
    ///        replaced with the name of the current mod.
-   ///      - <b>File-relative:</b> <i>./baz/blip.cs</i> Paths of this sort are
+   ///      - <b>File-relative:</b> <i>./baz/blip.tscript</i> Paths of this sort are
    ///        calculated relative to the path of the current scripting file.
    ///
    /// @note This function determines paths relative to the currently executing

+ 1 - 1
Engine/source/console/consoleDoc.h

@@ -75,7 +75,7 @@
 ///   setName() - obj.setName(newName)
 /// @endcode
 ///
-/// In the Torque example app, there are two functions defined in common\\client\\scriptDoc.cs
+/// In the Torque example app, there are two functions defined in common\\client\\scriptDoc.tscript
 /// which automate the process of dumping the documentation. They make use of the ConsoleLogger
 /// object to output the documentation to a file, and look like this:
 ///

+ 11 - 11
Engine/source/console/consoleFunctions.cpp

@@ -787,7 +787,7 @@ DefineEngineFunction( strIsMatchMultipleExpr, bool, ( const char* patterns, cons
       "this string.  If false, differences in casing are ignored.\n"
    "@return True if @a str matches any of the given @a patterns.\n\n"
    "@tsexample\n"
-   "strIsMatchMultipleExpr( \"*.cs *.gui *.mis\", \"mymission.mis\" ) // Returns true.\n"
+   "strIsMatchMultipleExpr( \"*." TORQUE_SCRIPT_EXTENSION " *.gui *.mis\", \"mymission.mis\" ) // Returns true.\n"
    "@endtsexample\n"
    "@see strIsMatchExpr\n"
    "@ingroup Strings" )
@@ -1200,7 +1200,7 @@ DefineEngineFunction( isValidIP, bool, ( const char* str),,
 //----------------------------------------------------------------
 
 // Torque won't normally add another string if it already exists with another casing,
-// so this forces the addition. It should be called once near the start, such as in main.cs.
+// so this forces the addition. It should be called once near the start, such as in main.tscript.
 DefineEngineStringlyVariadicFunction(addCaseSensitiveStrings,void,2,0,"[string1, string2, ...]"
                 "Adds case sensitive strings to the StringTable.")
 {
@@ -1810,7 +1810,7 @@ DefineEngineFunction( detag, const char*, ( const char* str ),,
    "to convert a tagged string ID back into a regular string at any time.\n\n"
 
    "@tsexample\n"
-      "// From scripts/client/message.cs\n"
+      "// From scripts/client/message. " TORQUE_SCRIPT_EXTENSION "\n"
       "function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)\n"
       "{\n"
       "   onChatMessage(detag(%msgString), %voice, %pitch);\n"
@@ -2262,7 +2262,7 @@ static U32 journalDepth = 1;
 
 DefineEngineFunction( getDSOPath, const char*, ( const char* scriptFileName ),,
    "Get the absolute path to the file in which the compiled code for the given script file will be stored.\n"
-   "@param scriptFileName %Path to the .cs script file.\n"
+   "@param scriptFileName %Path to the ." TORQUE_SCRIPT_EXTENSION " script file.\n"
    "@return The absolute path to the .dso file for the given script file.\n\n"
    "@note The compiler will store newly compiled DSOs in the prefs path but pre-existing DSOs will be loaded "
       "from the current paths.\n\n"
@@ -2303,13 +2303,13 @@ DefineEngineFunction( compile, bool, ( const char* fileName, bool overrideNoDSO
    if(dsoPath && *dsoPath == 0)
       return false;
 
-   // If the script file extention is '.ed.cs' then compile it to a different compiled extention
+   // If the script file extention is '.ed.tscript' then compile it to a different compiled extention
    bool isEditorScript = false;
    const char *ext = dStrrchr( scriptFilenameBuffer, '.' );
-   if( ext && ( dStricmp( ext, ".cs" ) == 0 ) )
+   if( ext && ( dStricmp( ext, "." TORQUE_SCRIPT_EXTENSION) == 0 ) )
    {
       const char* ext2 = ext - 3;
-      if( dStricmp( ext2, ".ed.cs" ) == 0 )
+      if( dStricmp( ext2, ".ed." TORQUE_SCRIPT_EXTENSION) == 0 )
          isEditorScript = true;
    }
    else if( ext && ( dStricmp( ext, ".gui" ) == 0 ) )
@@ -2364,8 +2364,8 @@ DefineEngineFunction( exec, bool, ( const char* fileName, bool noCalls, bool jou
    "@param journalScript Deprecated\n"
    "@return True if the script was successfully executed, false if not.\n\n"
    "@tsexample\n"
-      "// Execute the init.cs script file found in the same directory as the current script file.\n"
-      "exec( \"./init.cs\" );\n"
+      "// Execute the init." TORQUE_SCRIPT_EXTENSION " script file found in the same directory as the current script file.\n"
+      "exec( \"./init." TORQUE_SCRIPT_EXTENSION "\" );\n"
    "@endtsexample\n\n"
    "@see compile\n"
    "@see eval\n"
@@ -2684,8 +2684,8 @@ DefineEngineFunction( export, void, ( const char* pattern, const char* filename,
    "@param append If true and @a fileName is not \"\", then the definitions are appended to the specified file. "
       "Otherwise existing contents of the file (if any) will be overwritten.\n\n"
    "@tsexample\n"
-      "// Write out all preference variables to a prefs.cs file.\n"
-      "export( \"$prefs::*\", \"prefs.cs\" );\n"
+      "// Write out all preference variables to a prefs." TORQUE_SCRIPT_EXTENSION " file.\n"
+      "export( \"$prefs::*\", \"prefs." TORQUE_SCRIPT_EXTENSION "\" );\n"
    "@endtsexample\n\n"
    "@ingroup Scripting" )
 {

+ 1 - 1
Engine/source/console/consoleParser.h

@@ -103,7 +103,7 @@ void freeConsoleParserList(void);
 /// \param p Parse function
 /// \param r Restart function
 /// \param ssb SetScanBuffer function
-/// \param def true if this is the default parser (<b>Note:</b> set this only on the .cs parser!)
+/// \param def true if this is the default parser (<b>Note:</b> set this only on the .tscript parser!)
 /// \return true for success, false for failure (out of memory)
 /// \sa FreeConsoleParserList(), ConsoleParser
 //-----------------------------------------------------------------------------

+ 12 - 12
Engine/source/console/fileSystemFunctions.cpp

@@ -156,8 +156,8 @@ DefineEngineFunction( findFirstFile, String, ( const char* pattern, bool recurse
    "@return The path of the first file matched by the search or an empty string if no matching file could be found.\n\n"
 
    "@tsexample\n"
-      "// Execute all .cs files in a subdirectory and its subdirectories.\n"
-      "for( %file = findFirstFile( \"subdirectory/*.cs\" ); %file !$= \"\"; %file = findNextFile() )\n"
+      "// Execute all ." TORQUE_SCRIPT_EXTENSION " files in a subdirectory and its subdirectories.\n"
+      "for( %file = findFirstFile( \"subdirectory/*." TORQUE_SCRIPT_EXTENSION "\" ); %file !$= \"\"; %file = findNextFile() )\n"
       "   exec( %file );\n"
    "@endtsexample\n\n"
 
@@ -193,8 +193,8 @@ DefineEngineFunction( findNextFile, String, ( const char* pattern ), ( "" ),
    "@return The path of the next filename matched by the search or an empty string if no more files match.\n\n"
 
    "@tsexample\n"
-      "// Execute all .cs files in a subdirectory and its subdirectories.\n"
-      "for( %file = findFirstFile( \"subdirectory/*.cs\" ); %file !$= \"\"; %file = findNextFile() )\n"
+      "// Execute all ." TORQUE_SCRIPT_EXTENSION " files in a subdirectory and its subdirectories.\n"
+      "for( %file = findFirstFile( \"subdirectory/*." TORQUE_SCRIPT_EXTENSION "\" ); %file !$= \"\"; %file = findNextFile() )\n"
       "   exec( %file );\n"
    "@endtsexample\n\n"
 
@@ -224,8 +224,8 @@ DefineEngineFunction( getFileCount, S32, ( const char* pattern, bool recurse ),
    "@return Number of files located using the pattern\n\n"
 
    "@tsexample\n"
-      "// Count the number of .cs files in a subdirectory and its subdirectories.\n"
-      "getFileCount( \"subdirectory/*.cs\" );\n"
+      "// Count the number of ." TORQUE_SCRIPT_EXTENSION " files in a subdirectory and its subdirectories.\n"
+      "getFileCount( \"subdirectory/*." TORQUE_SCRIPT_EXTENSION "\" );\n"
    "@endtsexample\n\n"
 
    "@see findFirstFile()"
@@ -259,8 +259,8 @@ DefineEngineFunction(findFirstFileMultiExpr, String, ( const char* pattern, bool
    "call to findFirstFile() and findFirstFileMultiExpr() initiates a new search and renders "
    "a previous search invalid.\n\n"
 
-   "@param pattern The path and file name pattern to match against, such as *.cs.  Separate "
-   "multiple patterns with TABs.  For example: \"*.cs\" TAB \"*.dso\"\n"
+   "@param pattern The path and file name pattern to match against, such as *." TORQUE_SCRIPT_EXTENSION ".  Separate "
+   "multiple patterns with TABs.  For example: \"*." TORQUE_SCRIPT_EXTENSION "\" TAB \"*.dso\"\n"
    "@param recurse If true, the search will exhaustively recurse into subdirectories "
    "of the given path and match the given filename patterns.\n"
    "@return String of the first matching file path, or an empty string if no matching "
@@ -333,8 +333,8 @@ DefineEngineFunction(getFileCountMultiExpr, S32, ( const char* pattern, bool rec
    "If you're interested in a list of files that match the given patterns and not just "
    "the number of files, use findFirstFileMultiExpr() and findNextFileMultiExpr().\n\n"
 
-   "@param pattern The path and file name pattern to match against, such as *.cs.  Separate "
-   "multiple patterns with TABs.  For example: \"*.cs\" TAB \"*.dso\"\n"
+   "@param pattern The path and file name pattern to match against, such as *." TORQUE_SCRIPT_EXTENSION ".  Separate "
+   "multiple patterns with TABs.  For example: \"*." TORQUE_SCRIPT_EXTENSION "\" TAB \"*.dso\"\n"
    "@param recurse If true, the search will exhaustively recurse into subdirectories "
    "of the given path and match the given filename pattern.\n"
    "@return Number of files located using the patterns\n\n"
@@ -589,7 +589,7 @@ DefineEngineFunction(fileExt, String, ( const char* fileName ),,
    "@brief Get the extension of a file\n\n"
 
    "@param fileName Name and path of file\n"
-   "@return String containing the extension, such as \".exe\" or \".cs\"\n"
+   "@return String containing the extension, such as \".exe\" or \"." TORQUE_SCRIPT_EXTENSION "\"\n"
    "@ingroup FileSystem")
 {
    const char *ret = dStrrchr(fileName, '.');
@@ -744,7 +744,7 @@ DefineEngineFunction(getExecutableName, String, (),,
 //-----------------------------------------------------------------------------
 
 DefineEngineFunction( getMainDotCsDir, String, (),,
-   "@brief Get the absolute path to the directory that contains the main.cs script from which the engine was started.\n\n"
+   "@brief Get the absolute path to the directory that contains the main." TORQUE_SCRIPT_EXTENSION " script from which the engine was started.\n\n"
 
    "This directory will usually contain all the game assets and, in a user-side game installation, will usually be "
    "read-only.\n\n"

+ 1 - 1
Engine/source/console/telnetDebugger.h

@@ -36,7 +36,7 @@ class CodeBlock;
 /// To use the debugger, use dbgSetParameters(port, password); in the console
 /// of the server to enable debugger connections.  Then on some other system,
 /// start up the app (you don't have to start a game or connect to the
-/// server) and exec("common/debugger/debugger.cs"); in the console.  Then use
+/// server) and exec("common/debugger/debugger.tscript"); in the console.  Then use
 /// the debugger GUI to connect to the server with the right port and password.
 ///
 /// @see http://www.planettribes.com/tribes2/editing.shtml for more thorough discussion.

+ 2 - 2
Engine/source/core/util/zip/zipVolume.cpp

@@ -409,7 +409,7 @@ FileNodeRef ZipFileSystem::resolve(const Path& path)
          // If a zip file's name isn't the root of the path we're looking for
          // then do not continue.  Otherwise, we'll continue to look for the
          // path's root within the zip file itself.  i.e. we're looking for the
-         // path "scripts/test.cs".  If the zip file itself isn't called scripts.zip
+         // path "scripts/test.tscript".  If the zip file itself isn't called scripts.zip
          // then we won't look within the archive for a "scripts" directory.
          return NULL;
 #endif
@@ -472,4 +472,4 @@ void ZipFileSystem::_init()
    //mZipArchive->dumpCentralDirectory();
 }
 
-};
+};

+ 1 - 1
Engine/source/core/virtualMountSystem.h

@@ -46,7 +46,7 @@ namespace FS
    /// 3) Nothing special is done for the WriteAppend case; that is, it follows the same logic as if you were 
    /// just trying to Write the file.
    ///
-   /// Because of rule 1) above, you should take care that any files you need to write (such as prefs.cs), are not
+   /// Because of rule 1) above, you should take care that any files you need to write (such as prefs.tscript), are not
    /// included in read-only zip archive files.
    class VirtualMountSystem : public MountSystem
    {

+ 4 - 4
Engine/source/gfx/gfxCardProfile.cpp

@@ -64,16 +64,16 @@ void GFXCardProfiler::loadProfileScript(const char* aScriptName)
 
 void GFXCardProfiler::loadProfileScripts(const String& render, const String& vendor, const String& card, const String& version)
 {
-   String script = render + ".cs";
+   String script = render + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
 
-   script = render + "." + vendor + ".cs";
+   script = render + "." + vendor + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
 
-   script = render + "." + vendor + "." + card + ".cs";
+   script = render + "." + vendor + "." + card + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
 
-   script = render + "." + vendor + "." + card + "." + version + ".cs";
+   script = render + "." + vendor + "." + card + "." + version + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
 }
 

+ 2 - 2
Engine/source/gui/controls/guiFileTreeCtrl.cpp

@@ -67,7 +67,7 @@ GuiFileTreeCtrl::GuiFileTreeCtrl()
    mSupportMouseDragging = false;
    mMultipleSelections = false;
 
-   mFileFilter = "*.cs *.gui *.ed.cs";
+   mFileFilter = "*." TORQUE_SCRIPT_EXTENSION " *.gui *.ed." TORQUE_SCRIPT_EXTENSION;
    _initFilters();
 }
 
@@ -111,7 +111,7 @@ void GuiFileTreeCtrl::updateTree()
    if( !mRootPath.isEmpty() )
       rootPath = String::ToString( "%s/%s", rootPath.c_str(), mRootPath.c_str() );
 
-   // get the files in the main.cs dir
+   // get the files in the main.tscript dir
    Vector<StringTableEntry> pathVec;
    Platform::dumpDirectories( rootPath, pathVec, 0, true);
    _dumpFiles( rootPath, pathVec, 0);

+ 3 - 3
Engine/source/i18n/lang.cpp

@@ -510,7 +510,7 @@ bool compiledFileNeedsUpdate(UTF8* filename)
 
 DefineEngineFunction(CompileLanguage, void, (const char* inputFile, bool createMap), (false), 
    "@brief Compiles a LSO language file."
-   " if createIndex is true, will also create languageMap.cs with"
+   " if createIndex is true, will also create languageMap." TORQUE_SCRIPT_EXTENSION " with"
    " the global variables for each string index."
    " The input file must follow this example layout:"
    " TXT_HELLO_WORLD = Hello world in english!")
@@ -538,9 +538,9 @@ DefineEngineFunction(CompileLanguage, void, (const char* inputFile, bool createM
       {
          Torque::Path mapPath = scriptFilenameBuffer;
          mapPath.setFileName("languageMap");
-         mapPath.setExtension("cs");
+         mapPath.setExtension(TORQUE_SCRIPT_EXTENSION);
          if ((mapStream = FileStream::createAndOpen(mapPath, Torque::FS::File::Write)) == NULL)
-            Con::errorf("CompileLanguage - failed creating languageMap.cs");
+            Con::errorf("CompileLanguage - failed creating languageMap." TORQUE_SCRIPT_EXTENSION);
       }
 
       LangFile langFile;

+ 1 - 1
Engine/source/materials/materialDefinition.cpp

@@ -532,7 +532,7 @@ bool Material::onAdd()
       matSet->addObject( (SimObject*)this );
 
    // save the current script path for texture lookup later
-   const String  scriptFile = Con::getVariable("$Con::File");  // current script file - local materials.cs
+   const String  scriptFile = Con::getVariable("$Con::File");  // current script file - local materials.tscript
 
    String::SizeType  slash = scriptFile.find( '/', scriptFile.length(), String::Right );
    if ( slash != String::NPos )

+ 2 - 2
Engine/source/platform/platform.h

@@ -267,12 +267,12 @@ namespace Platform
    /// Returns full pathname of the torque executable without filename
    StringTableEntry getExecutablePath();
    
-   /// Returns the full path to the directory that contains main.cs.
+   /// Returns the full path to the directory that contains main.tscript.
    /// Tools scripts are validated as such if they are in this directory or a
    /// subdirectory of this directory.
    StringTableEntry getMainDotCsDir();
 
-   /// Set main.cs directory. Used in runEntryScript()
+   /// Set main.tscript directory. Used in runEntryScript()
    void setMainDotCsDir(const char *dir);
 
    StringTableEntry getPrefsPath(const char *file = NULL);

+ 1 - 1
Engine/source/renderInstance/renderDeferredMgr.cpp

@@ -67,7 +67,7 @@ ConsoleDocClass( RenderDeferredMgr,
    "and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
    "PostEffect and other shaders can access the output of this bin by using the #deferred "
    "texture target name.  See the edge anti-aliasing post effect for an example.\n\n"
-   "@see game/core/scripts/client/postFx/edgeAA.cs\n"
+   "@see game/core/scripts/client/postFx/edgeAA." TORQUE_SCRIPT_EXTENSION "\n"
    "@ingroup RenderBin\n" );
 
 

+ 3 - 3
Engine/source/renderInstance/renderFormatChanger.cpp

@@ -42,7 +42,7 @@ ConsoleDocClass( RenderFormatToken,
    
    "The RenderPassStateBin manager changes the rendering state associated with "
    "this token. In stock Torque 3D, a single example exists in the "
-   "way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
+   "way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
    "render managers are intialized, and a single RenderFormatToken is used. This "
    "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
 
@@ -72,7 +72,7 @@ ConsoleDocClass( RenderFormatToken,
 
    "@see RenderPassToken\n\n"
    "@see RenderPassStateBin\n"
-   "@see game/core/scripts/client/renderManager.cs\n"
+   "@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
 
    "@ingroup GFX\n"
 );
@@ -381,4 +381,4 @@ void RenderFormatToken::onRemove()
    mTarget.release();
 
    Parent::onRemove();
-}
+}

+ 1 - 1
Engine/source/renderInstance/renderPassManager.cpp

@@ -110,7 +110,7 @@ ConsoleDocClass( RenderPassManager,
    "The render pass is used to order a set of RenderBinManager objects which are used "
    "when rendering a scene.  This class does little work itself other than managing "
    "its list of render bins.\n\n"
-   "In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
+   "In 'core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "' you will find the DiffuseRenderPassManager "
    "which is used by the C++ engine to render the scene.\n\n"
    "@see RenderBinManager\n"
    "@ingroup RenderBin\n" );

+ 3 - 3
Engine/source/renderInstance/renderPassStateToken.cpp

@@ -37,13 +37,13 @@ ConsoleDocClass( RenderPassStateToken,
    
    "The RenderPassStateBin manager changes the rendering state associated with "
    "a token it is declared with. In stock Torque 3D, a single example exists in the "
-   "way of AL_FormatToken (found in renderManager.cs). In that script file, all the "
+   "way of AL_FormatToken (found in renderManager." TORQUE_SCRIPT_EXTENSION "). In that script file, all the "
    "render managers are intialized, and a single RenderFormatToken is used. This "
    "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
 
    "@see RenderFormatToken\n"
    "@see RenderPassStateBin\n"
-   "@see game/core/scripts/client/renderManager.cs\n"
+   "@see game/core/scripts/client/renderManager." TORQUE_SCRIPT_EXTENSION "\n"
 
    "@ingroup RenderBin\n"
 );
@@ -160,4 +160,4 @@ DefineEngineMethod(RenderPassStateToken, toggle, void, (),,
    "@brief Toggles the token from enabled to disabled or vice versa." )
 {
    object->enable(!object->isEnabled());
-}
+}

+ 2 - 2
Engine/source/sim/actionMap.cpp

@@ -2218,8 +2218,8 @@ DefineEngineMethod( ActionMap, save, void, ( const char* fileName, bool append )
    " the ActionMap will be dumped to the console.\n"
    "@param append Whether to write the ActionMap at the end of the file or overwrite it.\n"
    "@tsexample\n"
-   "// Write out the actionmap into the config.cs file\n"
-   "moveMap.save( \"scripts/client/config.cs\" );"
+   "// Write out the actionmap into the config." TORQUE_SCRIPT_EXTENSION " file\n"
+   "moveMap.save( \"scripts/client/config." TORQUE_SCRIPT_EXTENSION "\" );"
    "@endtsexample\n\n")
 {
    char buffer[1024];

+ 2 - 2
Engine/source/ts/assimp/assimpAppMaterial.cpp

@@ -150,7 +150,7 @@ void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) co
          else
          {  // OPAQUE
             translucent = false;
-            blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.cs
+            blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.tscript
          }
       }
    }
@@ -296,7 +296,7 @@ String AssimpAppMaterial::cleanTextureName(String& texName, String& shapeName, c
       if (nameOnly)
          cleanStr = foundPath.getFullFileName();
       else
-      {  // Unless the file is in the same directory as the materials.cs (covered above)
+      {  // Unless the file is in the same directory as the materials.tscript (covered above)
          // we need to set the full path from the root directory. If we use "subdirectory/file.ext",
          // the material manager won't find the image file, but it will be found the next time the
          // material is loaded from file. If we use "./subdirectory/file.ext", the image will be found

+ 1 - 1
Engine/source/ts/assimp/assimpShapeLoader.cpp

@@ -427,7 +427,7 @@ void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
 {
    Torque::Path scriptPath(path);
    scriptPath.setFileName("materials");
-   scriptPath.setExtension("cs");
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
    // First see what materials we need to update
    PersistenceManager persistMgr;

+ 1 - 1
Engine/source/ts/collada/colladaAppMaterial.h

@@ -40,7 +40,7 @@ public:
    ColladaExtension_effect*   effectExt;        ///< effect extension
    String                     name;             ///< Name of this material (cleaned)
 
-   // Settings extracted from the Collada file, and optionally saved to materials.cs
+   // Settings extracted from the Collada file, and optionally saved to materials.tscript
    String                     diffuseMap;
    String                     normalMap;
 

+ 3 - 3
Engine/source/ts/collada/colladaShapeLoader.cpp

@@ -453,7 +453,7 @@ void copySketchupTexture(const Torque::Path &path, String &textureFilename)
 }
 
 //-----------------------------------------------------------------------------
-/// Add collada materials to materials.cs
+/// Add collada materials to materials.tscript
 void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
 {
 #ifdef DAE2DTS_TOOL
@@ -463,7 +463,7 @@ void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
 
    Torque::Path scriptPath(path);
    scriptPath.setFileName("materials");
-   scriptPath.setExtension("cs");
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
    // First see what materials we need to update
    PersistenceManager persistMgr;
@@ -731,7 +731,7 @@ TSShape* loadColladaShape(const Torque::Path &path)
 
 #endif // DAE2DTS_TOOL
 
-         // Add collada materials to materials.cs
+         // Add collada materials to materials.tscript
          updateMaterialsScript(path, isSketchup);
       }
    }

+ 1 - 1
Engine/source/ts/collada/colladaUtils.cpp

@@ -181,7 +181,7 @@ String ColladaUtils::resolveImagePath(const domImage* image)
    //    it is inside the Torque folder, otherwise force textures
    //    to be in the same folder as the shape.
    // 2. If the URI string contains a relative path, append it
-   //    to the shape path (since materials.cs cannot handle
+   //    to the shape path (since materials.tscript cannot handle
    //    relative paths).
 
    Torque::Path imagePath;

+ 1 - 1
Engine/source/ts/collada/colladaUtils.h

@@ -101,7 +101,7 @@ namespace ColladaUtils
       bool           ignoreNodeScale;  // Ignore <scale> elements in <node>s
       bool           adjustCenter;     // Translate model so origin is at the center
       bool           adjustFloor;      // Translate model so origin is at the bottom
-      bool           forceUpdateMaterials;   // Force update of materials.cs
+      bool           forceUpdateMaterials;   // Force update of materials.tscript
       bool           useDiffuseNames;  // Use diffuse texture as the material name
 
       // Assimp specific preprocess import options

+ 2 - 2
Engine/source/ts/tsShape.cpp

@@ -2112,14 +2112,14 @@ template<> void *Resource<TSShape>::create(const Torque::Path &path)
 {
    // Execute the shape script if it exists
    Torque::Path scriptPath(path);
-   scriptPath.setExtension("cs");
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
    // Don't execute the script if we're already doing so!
    StringTableEntry currentScript = Platform::stripBasePath(CodeBlock::getCurrentCodeBlockFullPath());
    if (!scriptPath.getFullPath().equal(currentScript))
    {
       Torque::Path scriptPathDSO(scriptPath);
-      scriptPathDSO.setExtension("cs.dso");
+      scriptPathDSO.setExtension(TORQUE_SCRIPT_EXTENSION ".dso");
 
       if (Torque::FS::IsFile(scriptPathDSO) || Torque::FS::IsFile(scriptPath))
       {

+ 5 - 5
Engine/source/ts/tsShapeConstruct.cpp

@@ -313,9 +313,9 @@ void TSShapeConstructor::initPersistFields()
       "@see adjustCenter" );
 
    addField( "forceUpdateMaterials", TypeBool, Offset(mOptions.forceUpdateMaterials, TSShapeConstructor),
-      "Forces update of the materials.cs file in the same folder as the COLLADA "
+      "Forces update of the materials." TORQUE_SCRIPT_EXTENSION " file in the same folder as the COLLADA "
       "(.dae) file, even if Materials already exist. No effect for DTS files.\n"
-      "Normally only Materials that are not already defined are written to materials.cs." );
+      "Normally only Materials that are not already defined are written to materials." TORQUE_SCRIPT_EXTENSION "." );
 
    // Fields added for assimp options
    addField( "convertLeftHanded", TypeBool, Offset(mOptions.convertLeftHanded, TSShapeConstructor),
@@ -710,11 +710,11 @@ DefineTSShapeConstructorMethod( saveShape, void, ( const char* filename ),,
 DefineTSShapeConstructorMethod( writeChangeSet, void, (),,
    (),,
    "Write the current change set to a TSShapeConstructor script file. The "
-   "name of the script file is the same as the model, but with .cs extension. "
-   "eg. myShape.cs for myShape.dts or myShape.dae.\n" )
+   "name of the script file is the same as the model, but with ." TORQUE_SCRIPT_EXTENSION " extension. "
+   "eg. myShape." TORQUE_SCRIPT_EXTENSION " for myShape.dts or myShape.dae.\n" )
 {
    Torque::Path scriptPath( mShapePath );
-   scriptPath.setExtension( "cs" );
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
    // Read current file contents
    FileObject f;

+ 1 - 1
Templates/BaseGame/game/core/Core.module

@@ -2,7 +2,7 @@
 	ModuleId="CoreModule"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core.cs"
+	ScriptFile="Core.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core"/>

+ 6 - 6
Templates/BaseGame/game/core/Core.cs → Templates/BaseGame/game/core/Core.tscript

@@ -27,10 +27,10 @@ function CoreModule::onCreate(%this)
    ModuleDatabase.LoadExplicit( "Core_PostFX" );
    ModuleDatabase.LoadExplicit( "Core_GameObjects" );
    
-   exec("data/defaults.cs");
+   exec("data/defaults.tscript");
    %prefPath = getPrefpath();
-   if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
-      exec( %prefPath @ "/clientPrefs.cs" );
+   if ( isFile( %prefPath @ "/clientPrefs.tscript" ) )
+      exec( %prefPath @ "/clientPrefs.tscript" );
       
    // Seed the random number generator.
    setRandomSeed();
@@ -44,7 +44,7 @@ function CoreModule::onCreate(%this)
    createCanvas($appName);
 
    //load canvas
-   //exec("./console/main.cs");
+   //exec("./console/main.tscript");
 
    ModuleDatabase.LoadExplicit( "Core_Console" );
    
@@ -62,8 +62,8 @@ function CoreModule::onCreate(%this)
    // If we have editors, initialize them here as well
    if (isToolBuild())
    {
-      if(isFile("tools/main.cs") && !$isDedicated)
-         exec("tools/main.cs");
+      if(isFile("tools/main.tscript") && !$isDedicated)
+         exec("tools/main.tscript");
    }
    
    //This is used to build the remap keybind sets for the different actionMaps.

+ 1 - 1
Templates/BaseGame/game/core/clientServer/Core_ClientServer.module

@@ -2,7 +2,7 @@
 	ModuleId="Core_ClientServer"
 	VersionId="1"
 	Description="Default module for the game."
-	ScriptFile="Core_ClientServer.cs"
+	ScriptFile="Core_ClientServer.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core">

+ 5 - 5
Templates/BaseGame/game/core/clientServer/Core_ClientServer.cs → Templates/BaseGame/game/core/clientServer/Core_ClientServer.tscript

@@ -15,8 +15,8 @@
 function Core_ClientServer::onCreate( %this )
 {
    echo("\n--------- Initializing Directory: scripts ---------");
-   exec( "./scripts/client/client.cs" );
-   exec( "./scripts/server/server.cs" );
+   exec( "./scripts/client/client.tscript" );
+   exec( "./scripts/server/server.tscript" );
 
    $Game::MainScene = getScene(0);
    
@@ -52,11 +52,11 @@ function Core_ClientServer::onDestroy( %this )
       
    echo("Exporting client prefs");
    %prefPath = getPrefpath();
-   export("$pref::*", %prefPath @ "/clientPrefs.cs", false);
+   export("$pref::*", %prefPath @ "/clientPrefs.tscript", false);
 
    echo("Exporting server prefs");
-   export("$Pref::Server::*", %prefPath @ "/serverPrefs.cs", false);
-   BanList::Export(%prefPath @ "/banlist.cs");
+   export("$Pref::Server::*", %prefPath @ "/serverPrefs.tscript", false);
+   BanList::Export(%prefPath @ "/banlist.tscript");
 }
 
 //-----------------------------------------------------------------------------

+ 7 - 7
Templates/BaseGame/game/core/clientServer/scripts/client/client.cs → Templates/BaseGame/game/core/clientServer/scripts/client/client.tscript

@@ -9,16 +9,16 @@ function initClient()
    $Client::GameTypeQuery = $appName;
    $Client::MissionTypeQuery = "Any";
    
-   exec( "./message.cs" );
-   exec( "./connectionToServer.cs" );
-   exec( "./levelDownload.cs" );
-   exec( "./levelLoad.cs" );
+   exec( "./message.tscript" );
+   exec( "./connectionToServer.tscript" );
+   exec( "./levelDownload.tscript" );
+   exec( "./levelLoad.tscript" );
    
    //load prefs
-   exec( "data/defaults.cs" );
+   exec( "data/defaults.tscript" );
    %prefPath = getPrefpath();
-   if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
-      exec( %prefPath @ "/clientPrefs.cs" );
+   if ( isFile( %prefPath @ "/clientPrefs.tscript" ) )
+      exec( %prefPath @ "/clientPrefs.tscript" );
       
    callOnModules("initClient");
 

+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.cs → Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/client/levelDownload.cs → Templates/BaseGame/game/core/clientServer/scripts/client/levelDownload.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/client/levelLoad.cs → Templates/BaseGame/game/core/clientServer/scripts/client/levelLoad.tscript


+ 1 - 1
Templates/BaseGame/game/core/clientServer/scripts/client/message.cs → Templates/BaseGame/game/core/clientServer/scripts/client/message.tscript

@@ -25,7 +25,7 @@
 // Functions that process commands sent from the server.
 
 // Game event descriptions, which may or may not include text messages, can be
-// sent using the message* functions in core/scripts/server/message.cs.  Those
+// sent using the message* functions in core/scripts/server/message.tscript.  Those
 // functions do commandToClient with the tag ServerMessage, which invokes the
 // function below.
 

+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/audio.cs → Templates/BaseGame/game/core/clientServer/scripts/server/audio.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/commands.cs → Templates/BaseGame/game/core/clientServer/scripts/server/commands.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.cs → Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/defaults.cs → Templates/BaseGame/game/core/clientServer/scripts/server/defaults.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/kickban.cs → Templates/BaseGame/game/core/clientServer/scripts/server/kickban.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.cs → Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/levelInfo.cs → Templates/BaseGame/game/core/clientServer/scripts/server/levelInfo.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.cs → Templates/BaseGame/game/core/clientServer/scripts/server/levelLoad.tscript


+ 0 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/message.cs → Templates/BaseGame/game/core/clientServer/scripts/server/message.tscript


+ 13 - 13
Templates/BaseGame/game/core/clientServer/scripts/server/server.cs → Templates/BaseGame/game/core/clientServer/scripts/server/server.tscript

@@ -27,21 +27,21 @@ function initServer()
    //load prefs
 
    //Force-load the defaults just so we don't have any mistakes
-   exec( "./defaults.cs" );   
+   exec( "./defaults.tscript" );   
    
    //Then, if the user has saved preferences, we load those over-top the defaults
    %prefPath = getPrefpath();
-   if ( isFile( %prefPath @ "/serverPrefs.cs" ) )
-      exec( %prefPath @ "/serverPrefs.cs" );
+   if ( isFile( %prefPath @ "/serverPrefs.tscript" ) )
+      exec( %prefPath @ "/serverPrefs.tscript" );
    
-   exec( "./audio.cs" );
-   exec( "./commands.cs" );
-   exec( "./kickban.cs" );
-   exec( "./message.cs" );
-   exec( "./levelDownload.cs" );
-   exec( "./levelLoad.cs" );
-   exec( "./levelInfo.cs" );
-   exec( "./connectionToClient.cs" );
+   exec( "./audio.tscript" );
+   exec( "./commands.tscript" );
+   exec( "./kickban.tscript" );
+   exec( "./message.tscript" );
+   exec( "./levelDownload.tscript" );
+   exec( "./levelLoad.tscript" );
+   exec( "./levelInfo.tscript" );
+   exec( "./connectionToClient.tscript" );
 
    // Server::Status is returned in the Game Info Query and represents the
    // current status of the server. This string sould be very short.
@@ -250,9 +250,9 @@ function destroyServer()
    // Save any server settings
    %prefPath = getPrefpath();
    echo( "Exporting server prefs..." );
-   export( "$Pref::Server::*", %prefPath@"/serverPrefs.cs", false );
+   export( "$Pref::Server::*", %prefPath@"/serverPrefs.tscript", false );
    
-   BanList::Export(%prefPath@"/banlist.cs");
+   BanList::Export(%prefPath@"/banlist.tscript");
 
    // Increase the server session number.  This is used to make sure we're
    // working with the server session we think we are.

+ 1 - 1
Templates/BaseGame/game/core/console/Core_Console.module

@@ -2,7 +2,7 @@
 	ModuleId="Core_Console"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_Console.cs"
+	ScriptFile="Core_Console.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core"

+ 2 - 2
Templates/BaseGame/game/core/console/Core_Console.cs → Templates/BaseGame/game/core/console/Core_Console.tscript

@@ -1,8 +1,8 @@
 
 function Core_Console::onCreate(%this)
 {
-    exec("./scripts/profiles.cs");
-    exec("./scripts/console.cs");
+    exec("./scripts/profiles.tscript");
+    exec("./scripts/console.tscript");
 
     exec("./guis/console.gui");
 }

+ 0 - 0
Templates/BaseGame/game/core/console/scripts/console.cs → Templates/BaseGame/game/core/console/scripts/console.tscript


+ 0 - 0
Templates/BaseGame/game/core/console/scripts/profiles.cs → Templates/BaseGame/game/core/console/scripts/profiles.tscript


+ 1 - 1
Templates/BaseGame/game/core/gameObjects/Core_GameObjects.module

@@ -2,7 +2,7 @@
 	ModuleId="Core_GameObjects"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_GameObjects.cs"
+	ScriptFile="Core_GameObjects.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core">

+ 1 - 1
Templates/BaseGame/game/core/gameObjects/Core_GameObjects.cs → Templates/BaseGame/game/core/gameObjects/Core_GameObjects.tscript

@@ -12,7 +12,7 @@ function Core_GameObjects::initServer( %this )
 
 function Core_GameObjects::onCreateGameServer(%this)
 {
-   %this.registerDatablock("./datablocks/defaultDatablocks.cs");
+   %this.registerDatablock("./datablocks/defaultDatablocks.tscript");
 }
 
 function Core_GameObjects::onDestroyGameServer(%this)

+ 0 - 0
Templates/BaseGame/game/core/gameObjects/datablocks/defaultDatablocks.cs → Templates/BaseGame/game/core/gameObjects/datablocks/defaultDatablocks.tscript


+ 0 - 0
Templates/BaseGame/game/core/gameObjects/materials/materials.cs → Templates/BaseGame/game/core/gameObjects/materials/materials.tscript


+ 0 - 0
Templates/BaseGame/game/core/gameObjects/shapes/materials.cs → Templates/BaseGame/game/core/gameObjects/shapes/materials.tscript


+ 0 - 11
Templates/BaseGame/game/core/gui/Core_GUI.cs

@@ -1,11 +0,0 @@
-
-function Core_GUI::onCreate(%this)
-{
-   exec("./scripts/profiles.cs");
-   exec("./scripts/canvas.cs");
-   exec("./scripts/cursor.cs");
-}
-
-function Core_GUI::onDestroy(%this)
-{
-}

+ 1 - 1
Templates/BaseGame/game/core/gui/Core_GUI.module

@@ -2,7 +2,7 @@
 	ModuleId="Core_GUI"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_GUI.cs"
+	ScriptFile="Core_GUI.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core"

+ 11 - 0
Templates/BaseGame/game/core/gui/Core_GUI.tscript

@@ -0,0 +1,11 @@
+
+function Core_GUI::onCreate(%this)
+{
+   exec("./scripts/profiles.tscript");
+   exec("./scripts/canvas.tscript");
+   exec("./scripts/cursor.tscript");
+}
+
+function Core_GUI::onDestroy(%this)
+{
+}

+ 0 - 0
Templates/BaseGame/game/core/gui/scripts/canvas.cs → Templates/BaseGame/game/core/gui/scripts/canvas.tscript


+ 0 - 0
Templates/BaseGame/game/core/gui/scripts/cursor.cs → Templates/BaseGame/game/core/gui/scripts/cursor.tscript


+ 0 - 0
Templates/BaseGame/game/core/gui/scripts/profiles.cs → Templates/BaseGame/game/core/gui/scripts/profiles.tscript


+ 0 - 20
Templates/BaseGame/game/core/lighting/Core_Lighting.cs

@@ -1,20 +0,0 @@
-
-function Core_Lighting::onCreate(%this)
-{
-   exec("./scripts/lighting.cs");
-   
-   //Advanced/Deferred
-   exec("./scripts/advancedLighting_Shaders.cs");
-   exec("./scripts/deferredShading.cs");
-   exec("./scripts/advancedLighting_Init.cs");
-   
-   //Basic/Forward
-   exec("./scripts/basicLighting_shadowFilter.cs");
-   exec("./scripts/shadowMaps_Init.cs");
-   exec("./scripts/basicLighting_Init.cs");
-   
-}
-
-function Core_Lighting::onDestroy(%this)
-{
-}

+ 1 - 1
Templates/BaseGame/game/core/lighting/Core_Lighting.module

@@ -2,7 +2,7 @@
 	ModuleId="Core_Lighting"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_Lighting.cs"
+	ScriptFile="Core_Lighting.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core">

+ 20 - 0
Templates/BaseGame/game/core/lighting/Core_Lighting.tscript

@@ -0,0 +1,20 @@
+
+function Core_Lighting::onCreate(%this)
+{
+   exec("./scripts/lighting.tscript");
+   
+   //Advanced/Deferred
+   exec("./scripts/advancedLighting_Shaders.tscript");
+   exec("./scripts/deferredShading.tscript");
+   exec("./scripts/advancedLighting_Init.tscript");
+   
+   //Basic/Forward
+   exec("./scripts/basicLighting_shadowFilter.tscript");
+   exec("./scripts/shadowMaps_Init.tscript");
+   exec("./scripts/basicLighting_Init.tscript");
+   
+}
+
+function Core_Lighting::onDestroy(%this)
+{
+}

+ 2 - 2
Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Init.cs → Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Init.tscript

@@ -39,8 +39,8 @@ $pref::LightManager::sgUseDynamicShadows = "1";
 $pref::LightManager::sgUseToneMapping = "";
 */
 
-//exec( "./shaders.cs" );
-//exec( "./deferredShading.cs" );
+//exec( "./shaders.tscript" );
+//exec( "./deferredShading.tscript" );
 
 function onActivateAdvancedLM()
 {

+ 0 - 0
Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.cs → Templates/BaseGame/game/core/lighting/scripts/advancedLighting_Shaders.tscript


+ 1 - 1
Templates/BaseGame/game/core/lighting/scripts/basicLighting_Init.cs → Templates/BaseGame/game/core/lighting/scripts/basicLighting_Init.tscript

@@ -20,7 +20,7 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-//exec( "./shadowFilter.cs" );
+//exec( "./shadowFilter.tscript" );
 
 singleton GFXStateBlockData( BL_ProjectedShadowSBData )
 {

+ 0 - 0
Templates/BaseGame/game/core/lighting/scripts/basicLighting_shadowFilter.cs → Templates/BaseGame/game/core/lighting/scripts/basicLighting_shadowFilter.tscript


+ 0 - 0
Templates/BaseGame/game/core/lighting/scripts/deferredShading.cs → Templates/BaseGame/game/core/lighting/scripts/deferredShading.tscript


+ 2 - 2
Templates/BaseGame/game/core/lighting/scripts/lighting.cs → Templates/BaseGame/game/core/lighting/scripts/lighting.tscript

@@ -26,12 +26,12 @@ function initLightingSystems(%manager)
 
    // First exec the scripts for the different light managers
    // in the lighting folder.
-   /*%pattern = "./lighting/*//*init.cs";   
+   /*%pattern = "./lighting/*//*init.tscript";   
    %file = findFirstFile( %pattern );
    if ( %file $= "" )
    {
       // Try for DSOs next.
-      %pattern = "./lighting/*//*init.cs.dso";
+      %pattern = "./lighting/*//*init.tscript.dso";
       %file = findFirstFile( %pattern );
    }
 

+ 0 - 0
Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.cs → Templates/BaseGame/game/core/lighting/scripts/shadowMaps_Init.tscript


+ 0 - 14
Templates/BaseGame/game/core/postFX/Core_PostFX.cs

@@ -1,14 +0,0 @@
-
-function Core_PostFX::onCreate(%this)
-{
-   //
-   exec("./scripts/postFxManager.cs");
-   exec("./scripts/postFx.cs");
-   
-   //Load the default config
-   loadPresetHandler("./scripts/default.postfxpreset.cs");
-}
-
-function Core_PostFX::onDestroy(%this)
-{
-}

+ 1 - 1
Templates/BaseGame/game/core/postFX/Core_PostFX.module

@@ -2,7 +2,7 @@
 	ModuleId="Core_PostFX"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_PostFX.cs"
+	ScriptFile="Core_PostFX.tscript"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	Group="Core"

+ 14 - 0
Templates/BaseGame/game/core/postFX/Core_PostFX.tscript

@@ -0,0 +1,14 @@
+
+function Core_PostFX::onCreate(%this)
+{
+   //
+   exec("./scripts/postFxManager.tscript");
+   exec("./scripts/postFx.tscript");
+   
+   //Load the default config
+   loadPresetHandler("./scripts/default.postfxpreset.tscript");
+}
+
+function Core_PostFX::onDestroy(%this)
+{
+}

+ 0 - 0
Templates/BaseGame/game/core/postFX/images/materials.cs → Templates/BaseGame/game/core/postFX/images/materials.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/CameraMotionBlur/CameraMotionBlurPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/Caustics/CausticsPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/ChromaticAberration/ChromaticAberrationPostFX.tscript


+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.tscript

@@ -581,7 +581,7 @@ function DepthOfFieldPostFX::autoFocus( %this )
 /*
 function reloadDOF()
 {
-   exec( "./dof.cs" );
+   exec( "./dof.tscript" );
    DepthOfFieldPostFX.reload();  
    DepthOfFieldPostFX.disable();
    DepthOfFieldPostFX.enable();

+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/EdgeDetect/edgeAAPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/FXAA/FXAAPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/Flash/flashPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/Fog/fogPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/Gamma/GammaPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/HDR/HDRPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.cs → Templates/BaseGame/game/core/postFX/scripts/LUTColorGrading/LUTColorGradePostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.cs → Templates/BaseGame/game/core/postFX/scripts/LightRays/lightRays.tscript


+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/MLAA/MLAAPostFX.tscript

@@ -27,7 +27,7 @@
 // http://www.iryoku.com/mlaa/
 
 // NOTE: This is currently disabled in favor of FXAA.  See 
-// core\scripts\client\canvas.cs if you want to re-enable it.
+// core\scripts\client\canvas.tscript if you want to re-enable it.
 
 singleton GFXStateBlockData( MLAA_EdgeDetectStateBlock : PFX_DefaultStateBlock )
 {   

+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.cs → Templates/BaseGame/game/core/postFX/scripts/ReflectionProbes/reflectionProbeArrayPostFX.tscript


+ 0 - 0
Templates/BaseGame/game/core/postFX/scripts/SSAO/SSAOPostFx.cs → Templates/BaseGame/game/core/postFX/scripts/SSAO/SSAOPostFx.tscript


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