Browse Source

Parametrize script extension, default to 'tscript'

Lukas Aldershaab 4 years ago
parent
commit
099dd4f1f3
100 changed files with 193 additions and 193 deletions
  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());
    StringTableEntry assetName = StringTable->insert(assetItem->assetName.c_str());
 
 
    String tamlPath = targetPath + "/" + assetName + ".asset.taml";
    String tamlPath = targetPath + "/" + assetName + ".asset.taml";
-   String scriptName = assetItem->assetName + ".cs";
+   String scriptName = assetItem->assetName + "." TORQUE_SCRIPT_EXTENSION;
    String scriptPath = targetPath + "/" + scriptName;
    String scriptPath = targetPath + "/" + scriptName;
    String originalPath = assetItem->filePath.getFullPath().c_str();
    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
    //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
    //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
    //If not, we'll just generate one
    Material* existingMat = MATMGR->getMaterialDefinitionByName(assetName);
    Material* existingMat = MATMGR->getMaterialDefinitionByName(assetName);
 
 
@@ -2878,10 +2878,10 @@ Torque::Path AssetImporter::importShapeAsset(AssetImportObject* assetItem)
 
 
    String shapeFileName = assetItem->filePath.getFileName() + "." + assetItem->filePath.getExtension();
    String shapeFileName = assetItem->filePath.getFileName() + "." + assetItem->filePath.getExtension();
    String assetPath = targetPath + "/" + shapeFileName;
    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 tamlPath = targetPath + "/" + assetName + ".asset.taml";
    String originalPath = assetItem->filePath.getFullPath().c_str();
    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 qualifiedFromFile[2048];
    char qualifiedToFile[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.
 //   %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();'.
 //	after codeline 'onPhase2Complete();'.
 //
 //
 //	StartFoliageReplication();
 //	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.
 //   // Ignore Replicated fxStatic Instances.
 //   EWorldEditor.ignoreObjClass("fxShapeReplicatedStatic");
 //   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.
 //   %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();'.
 //	after codeline 'onPhase2Complete();'.
 //
 //
 //	StartClientReplication();
 //	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.
 // 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:
 // 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
 // Alternatively, all script code marked with "DATABLOCK CACHE CODE" can be removed or
 // commented out.
 // commented out.
 //
 //

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

@@ -85,7 +85,7 @@ ConsoleDocClass( LightFlareData,
    "as a 2D sprite in screenspace.\n\n"
    "as a 2D sprite in screenspace.\n\n"
 
 
    "@tsexample\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"
    "datablock LightFlareData( LightFlareExample0 )\n"
    "{\n"
    "{\n"
    "   overallScale = 2.0;\n"
    "   overallScale = 2.0;\n"
@@ -676,4 +676,4 @@ DefineEngineMethod( LightFlareData, apply, void, (),,
                    )
                    )
 {
 {
    object->inspectPostApply();
    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"
               "Dump the banlist to a file.\n\n"
               "@param filename Path of the file to write the list to.\n\n"
               "@param filename Path of the file to write the list to.\n\n"
 			  "@tsexample\n"
 			  "@tsexample\n"
-			  "BanList::Export(\"./server/banlist.cs\");\n"
+			  "BanList::Export(\"./server/banlist." TORQUE_SCRIPT_EXTENSION "\");\n"
 			  "@endtsexample\n\n")
 			  "@endtsexample\n\n")
 {
 {
    BanList::instance()->exportToFile( filename );
    BanList::instance()->exportToFile( filename );

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

@@ -436,7 +436,7 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
    }
    }
 #endif
 #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
    // by default, but any file name (with no whitespace
    // in it) may be run if it is specified as the first
    // in it) may be run if it is specified as the first
    // command-line parameter. The script used, default
    // command-line parameter. The script used, default
@@ -459,7 +459,7 @@ bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
    // The working filestream.
    // The working filestream.
    FileStream str; 
    FileStream str; 
 
 
-   const char *defaultScriptName = "main.cs";
+   const char *defaultScriptName = "main." TORQUE_SCRIPT_EXTENSION;
    bool useDefaultScript = true;
    bool useDefaultScript = true;
 
 
    // Check if any command-line parameters were passed (the first is just the app name).
    // 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;
          OpenFileDialog ofd;
          FileDialogData &fdd = ofd.getData();
          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");
          fdd.mTitle   = StringTable->insert("Locate Game Entry Script");
 
 
          // Get the user's selection
          // Get the user's selection
          if( !ofd.Execute() )
          if( !ofd.Execute() )
             return false;
             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 );
          S32 pathLen = dStrlen( fdd.mFile );
          FrameTemp<char> szPathCopy( pathLen + 1);
          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
    /// Initialize core libraries and call registered init functions
    static void init();
    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);
    static bool handleCommandLine(S32 argc, const char **argv);
 
 
    /// A standard mainloop implementation.
    /// A standard mainloop implementation.
@@ -53,4 +53,4 @@ private:
    static void preShutdown();
    static void preShutdown();
 };
 };
 
 
-#endif
+#endif

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

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

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

@@ -323,7 +323,7 @@ void init()
    ConsoleConstructor::setup();
    ConsoleConstructor::setup();
 
 
    // Set up the parser(s)
    // 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.
    // Setup the console types.
    ConsoleBaseType::initialize();
    ConsoleBaseType::initialize();
@@ -1184,7 +1184,7 @@ bool executeFile(const char* fileName, bool noCalls, bool journalScript)
    Con::expandScriptFilename(scriptFilenameBuffer, sizeof(scriptFilenameBuffer), fileName);
    Con::expandScriptFilename(scriptFilenameBuffer, sizeof(scriptFilenameBuffer), fileName);
 
 
    // since this function expects a script file reference, if it's a .dso
    // 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"))
    if (dStrEndsWith(scriptFilenameBuffer, ".dso"))
    {
    {
       scriptFilenameBuffer[dStrlen(scriptFilenameBuffer) - dStrlen(".dso")] = '\0';
       scriptFilenameBuffer[dStrlen(scriptFilenameBuffer) - dStrlen(".dso")] = '\0';
@@ -1206,11 +1206,11 @@ bool executeFile(const char* fileName, bool noCalls, bool journalScript)
    // Check Editor Extensions
    // Check Editor Extensions
    bool isEditorScript = false;
    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;
       const char* ext2 = ext - 3;
-      if (dStricmp(ext2, ".ed.cs") == 0)
+      if (dStricmp(ext2, ".ed." TORQUE_SCRIPT_EXTENSION) == 0)
          isEditorScript = true;
          isEditorScript = true;
    }
    }
    else if (dStricmp(ext, ".gui") == 0)
    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
    /// This is used in (among other places) the exec() script function, which
    /// takes a parameter indicating a script file and executes it. Script paths
    /// takes a parameter indicating a script file and executes it. Script paths
    /// can be one of:
    /// 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.
    ///        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.
    ///        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.
    ///        calculated relative to the path of the current scripting file.
    ///
    ///
    /// @note This function determines paths relative to the currently executing
    /// @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)
 ///   setName() - obj.setName(newName)
 /// @endcode
 /// @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
 /// 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:
 /// 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"
       "this string.  If false, differences in casing are ignored.\n"
    "@return True if @a str matches any of the given @a patterns.\n\n"
    "@return True if @a str matches any of the given @a patterns.\n\n"
    "@tsexample\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"
    "@endtsexample\n"
    "@see strIsMatchExpr\n"
    "@see strIsMatchExpr\n"
    "@ingroup Strings" )
    "@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,
 // 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, ...]"
 DefineEngineStringlyVariadicFunction(addCaseSensitiveStrings,void,2,0,"[string1, string2, ...]"
                 "Adds case sensitive strings to the StringTable.")
                 "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"
    "to convert a tagged string ID back into a regular string at any time.\n\n"
 
 
    "@tsexample\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"
       "function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)\n"
       "{\n"
       "{\n"
       "   onChatMessage(detag(%msgString), %voice, %pitch);\n"
       "   onChatMessage(detag(%msgString), %voice, %pitch);\n"
@@ -2262,7 +2262,7 @@ static U32 journalDepth = 1;
 
 
 DefineEngineFunction( getDSOPath, const char*, ( const char* scriptFileName ),,
 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"
    "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"
    "@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 "
    "@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"
       "from the current paths.\n\n"
@@ -2303,13 +2303,13 @@ DefineEngineFunction( compile, bool, ( const char* fileName, bool overrideNoDSO
    if(dsoPath && *dsoPath == 0)
    if(dsoPath && *dsoPath == 0)
       return false;
       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;
    bool isEditorScript = false;
    const char *ext = dStrrchr( scriptFilenameBuffer, '.' );
    const char *ext = dStrrchr( scriptFilenameBuffer, '.' );
-   if( ext && ( dStricmp( ext, ".cs" ) == 0 ) )
+   if( ext && ( dStricmp( ext, "." TORQUE_SCRIPT_EXTENSION) == 0 ) )
    {
    {
       const char* ext2 = ext - 3;
       const char* ext2 = ext - 3;
-      if( dStricmp( ext2, ".ed.cs" ) == 0 )
+      if( dStricmp( ext2, ".ed." TORQUE_SCRIPT_EXTENSION) == 0 )
          isEditorScript = true;
          isEditorScript = true;
    }
    }
    else if( ext && ( dStricmp( ext, ".gui" ) == 0 ) )
    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"
    "@param journalScript Deprecated\n"
    "@return True if the script was successfully executed, false if not.\n\n"
    "@return True if the script was successfully executed, false if not.\n\n"
    "@tsexample\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"
    "@endtsexample\n\n"
    "@see compile\n"
    "@see compile\n"
    "@see eval\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. "
    "@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"
       "Otherwise existing contents of the file (if any) will be overwritten.\n\n"
    "@tsexample\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"
    "@endtsexample\n\n"
    "@ingroup Scripting" )
    "@ingroup Scripting" )
 {
 {

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

@@ -103,7 +103,7 @@ void freeConsoleParserList(void);
 /// \param p Parse function
 /// \param p Parse function
 /// \param r Restart function
 /// \param r Restart function
 /// \param ssb SetScanBuffer 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)
 /// \return true for success, false for failure (out of memory)
 /// \sa FreeConsoleParserList(), ConsoleParser
 /// \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"
    "@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"
    "@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"
       "   exec( %file );\n"
    "@endtsexample\n\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"
    "@return The path of the next filename matched by the search or an empty string if no more files match.\n\n"
 
 
    "@tsexample\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"
       "   exec( %file );\n"
    "@endtsexample\n\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"
    "@return Number of files located using the pattern\n\n"
 
 
    "@tsexample\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"
    "@endtsexample\n\n"
 
 
    "@see findFirstFile()"
    "@see findFirstFile()"
@@ -259,8 +259,8 @@ DefineEngineFunction(findFirstFileMultiExpr, String, ( const char* pattern, bool
    "call to findFirstFile() and findFirstFileMultiExpr() initiates a new search and renders "
    "call to findFirstFile() and findFirstFileMultiExpr() initiates a new search and renders "
    "a previous search invalid.\n\n"
    "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 "
    "@param recurse If true, the search will exhaustively recurse into subdirectories "
    "of the given path and match the given filename patterns.\n"
    "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 "
    "@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 "
    "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"
    "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 "
    "@param recurse If true, the search will exhaustively recurse into subdirectories "
    "of the given path and match the given filename pattern.\n"
    "of the given path and match the given filename pattern.\n"
    "@return Number of files located using the patterns\n\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"
    "@brief Get the extension of a file\n\n"
 
 
    "@param fileName Name and path of file\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")
    "@ingroup FileSystem")
 {
 {
    const char *ret = dStrrchr(fileName, '.');
    const char *ret = dStrrchr(fileName, '.');
@@ -744,7 +744,7 @@ DefineEngineFunction(getExecutableName, String, (),,
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
 DefineEngineFunction( getMainDotCsDir, 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 "
    "This directory will usually contain all the game assets and, in a user-side game installation, will usually be "
    "read-only.\n\n"
    "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
 /// To use the debugger, use dbgSetParameters(port, password); in the console
 /// of the server to enable debugger connections.  Then on some other system,
 /// 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
 /// 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.
 /// 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.
 /// @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
          // 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
          // 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'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.
          // then we won't look within the archive for a "scripts" directory.
          return NULL;
          return NULL;
 #endif
 #endif
@@ -472,4 +472,4 @@ void ZipFileSystem::_init()
    //mZipArchive->dumpCentralDirectory();
    //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 
    /// 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.
    /// 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.
    /// included in read-only zip archive files.
    class VirtualMountSystem : public MountSystem
    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)
 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);
    loadProfileScript(script);
 
 
-   script = render + "." + vendor + ".cs";
+   script = render + "." + vendor + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
    loadProfileScript(script);
 
 
-   script = render + "." + vendor + "." + card + ".cs";
+   script = render + "." + vendor + "." + card + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
    loadProfileScript(script);
 
 
-   script = render + "." + vendor + "." + card + "." + version + ".cs";
+   script = render + "." + vendor + "." + card + "." + version + "." TORQUE_SCRIPT_EXTENSION;
    loadProfileScript(script);
    loadProfileScript(script);
 }
 }
 
 

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

@@ -67,7 +67,7 @@ GuiFileTreeCtrl::GuiFileTreeCtrl()
    mSupportMouseDragging = false;
    mSupportMouseDragging = false;
    mMultipleSelections = false;
    mMultipleSelections = false;
 
 
-   mFileFilter = "*.cs *.gui *.ed.cs";
+   mFileFilter = "*." TORQUE_SCRIPT_EXTENSION " *.gui *.ed." TORQUE_SCRIPT_EXTENSION;
    _initFilters();
    _initFilters();
 }
 }
 
 
@@ -111,7 +111,7 @@ void GuiFileTreeCtrl::updateTree()
    if( !mRootPath.isEmpty() )
    if( !mRootPath.isEmpty() )
       rootPath = String::ToString( "%s/%s", rootPath.c_str(), mRootPath.c_str() );
       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;
    Vector<StringTableEntry> pathVec;
    Platform::dumpDirectories( rootPath, pathVec, 0, true);
    Platform::dumpDirectories( rootPath, pathVec, 0, true);
    _dumpFiles( rootPath, pathVec, 0);
    _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), 
 DefineEngineFunction(CompileLanguage, void, (const char* inputFile, bool createMap), (false), 
    "@brief Compiles a LSO language file."
    "@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 global variables for each string index."
    " The input file must follow this example layout:"
    " The input file must follow this example layout:"
    " TXT_HELLO_WORLD = Hello world in english!")
    " TXT_HELLO_WORLD = Hello world in english!")
@@ -538,9 +538,9 @@ DefineEngineFunction(CompileLanguage, void, (const char* inputFile, bool createM
       {
       {
          Torque::Path mapPath = scriptFilenameBuffer;
          Torque::Path mapPath = scriptFilenameBuffer;
          mapPath.setFileName("languageMap");
          mapPath.setFileName("languageMap");
-         mapPath.setExtension("cs");
+         mapPath.setExtension(TORQUE_SCRIPT_EXTENSION);
          if ((mapStream = FileStream::createAndOpen(mapPath, Torque::FS::File::Write)) == NULL)
          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;
       LangFile langFile;

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

@@ -532,7 +532,7 @@ bool Material::onAdd()
       matSet->addObject( (SimObject*)this );
       matSet->addObject( (SimObject*)this );
 
 
    // save the current script path for texture lookup later
    // 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 );
    String::SizeType  slash = scriptFile.find( '/', scriptFile.length(), String::Right );
    if ( slash != String::NPos )
    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
    /// Returns full pathname of the torque executable without filename
    StringTableEntry getExecutablePath();
    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
    /// Tools scripts are validated as such if they are in this directory or a
    /// subdirectory of this directory.
    /// subdirectory of this directory.
    StringTableEntry getMainDotCsDir();
    StringTableEntry getMainDotCsDir();
 
 
-   /// Set main.cs directory. Used in runEntryScript()
+   /// Set main.tscript directory. Used in runEntryScript()
    void setMainDotCsDir(const char *dir);
    void setMainDotCsDir(const char *dir);
 
 
    StringTableEntry getPrefsPath(const char *file = NULL);
    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"
    "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 "
    "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"
    "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" );
    "@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 "
    "The RenderPassStateBin manager changes the rendering state associated with "
    "this token. In stock Torque 3D, a single example exists in the "
    "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 "
    "render managers are intialized, and a single RenderFormatToken is used. This "
    "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
    "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
 
 
@@ -72,7 +72,7 @@ ConsoleDocClass( RenderFormatToken,
 
 
    "@see RenderPassToken\n\n"
    "@see RenderPassToken\n\n"
    "@see RenderPassStateBin\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"
    "@ingroup GFX\n"
 );
 );
@@ -381,4 +381,4 @@ void RenderFormatToken::onRemove()
    mTarget.release();
    mTarget.release();
 
 
    Parent::onRemove();
    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 "
    "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 "
    "when rendering a scene.  This class does little work itself other than managing "
    "its list of render bins.\n\n"
    "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"
    "which is used by the C++ engine to render the scene.\n\n"
    "@see RenderBinManager\n"
    "@see RenderBinManager\n"
    "@ingroup RenderBin\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 "
    "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 "
    "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 "
    "render managers are intialized, and a single RenderFormatToken is used. This "
    "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
    "implementation basically exists to ensure Advanced Lighting works with MSAA.\n\n"
 
 
    "@see RenderFormatToken\n"
    "@see RenderFormatToken\n"
    "@see RenderPassStateBin\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"
    "@ingroup RenderBin\n"
 );
 );
@@ -160,4 +160,4 @@ DefineEngineMethod(RenderPassStateToken, toggle, void, (),,
    "@brief Toggles the token from enabled to disabled or vice versa." )
    "@brief Toggles the token from enabled to disabled or vice versa." )
 {
 {
    object->enable(!object->isEnabled());
    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"
    " 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"
    "@param append Whether to write the ActionMap at the end of the file or overwrite it.\n"
    "@tsexample\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")
    "@endtsexample\n\n")
 {
 {
    char buffer[1024];
    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
          else
          {  // OPAQUE
          {  // OPAQUE
             translucent = false;
             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)
       if (nameOnly)
          cleanStr = foundPath.getFullFileName();
          cleanStr = foundPath.getFullFileName();
       else
       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",
          // 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
          // 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
          // 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);
    Torque::Path scriptPath(path);
    scriptPath.setFileName("materials");
    scriptPath.setFileName("materials");
-   scriptPath.setExtension("cs");
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
 
    // First see what materials we need to update
    // First see what materials we need to update
    PersistenceManager persistMgr;
    PersistenceManager persistMgr;

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

@@ -40,7 +40,7 @@ public:
    ColladaExtension_effect*   effectExt;        ///< effect extension
    ColladaExtension_effect*   effectExt;        ///< effect extension
    String                     name;             ///< Name of this material (cleaned)
    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                     diffuseMap;
    String                     normalMap;
    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)
 void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
 {
 {
 #ifdef DAE2DTS_TOOL
 #ifdef DAE2DTS_TOOL
@@ -463,7 +463,7 @@ void updateMaterialsScript(const Torque::Path &path, bool copyTextures = false)
 
 
    Torque::Path scriptPath(path);
    Torque::Path scriptPath(path);
    scriptPath.setFileName("materials");
    scriptPath.setFileName("materials");
-   scriptPath.setExtension("cs");
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
 
    // First see what materials we need to update
    // First see what materials we need to update
    PersistenceManager persistMgr;
    PersistenceManager persistMgr;
@@ -731,7 +731,7 @@ TSShape* loadColladaShape(const Torque::Path &path)
 
 
 #endif // DAE2DTS_TOOL
 #endif // DAE2DTS_TOOL
 
 
-         // Add collada materials to materials.cs
+         // Add collada materials to materials.tscript
          updateMaterialsScript(path, isSketchup);
          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
    //    it is inside the Torque folder, otherwise force textures
    //    to be in the same folder as the shape.
    //    to be in the same folder as the shape.
    // 2. If the URI string contains a relative path, append it
    // 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).
    //    relative paths).
 
 
    Torque::Path imagePath;
    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           ignoreNodeScale;  // Ignore <scale> elements in <node>s
       bool           adjustCenter;     // Translate model so origin is at the center
       bool           adjustCenter;     // Translate model so origin is at the center
       bool           adjustFloor;      // Translate model so origin is at the bottom
       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
       bool           useDiffuseNames;  // Use diffuse texture as the material name
 
 
       // Assimp specific preprocess import options
       // 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
    // Execute the shape script if it exists
    Torque::Path scriptPath(path);
    Torque::Path scriptPath(path);
-   scriptPath.setExtension("cs");
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
 
    // Don't execute the script if we're already doing so!
    // Don't execute the script if we're already doing so!
    StringTableEntry currentScript = Platform::stripBasePath(CodeBlock::getCurrentCodeBlockFullPath());
    StringTableEntry currentScript = Platform::stripBasePath(CodeBlock::getCurrentCodeBlockFullPath());
    if (!scriptPath.getFullPath().equal(currentScript))
    if (!scriptPath.getFullPath().equal(currentScript))
    {
    {
       Torque::Path scriptPathDSO(scriptPath);
       Torque::Path scriptPathDSO(scriptPath);
-      scriptPathDSO.setExtension("cs.dso");
+      scriptPathDSO.setExtension(TORQUE_SCRIPT_EXTENSION ".dso");
 
 
       if (Torque::FS::IsFile(scriptPathDSO) || Torque::FS::IsFile(scriptPath))
       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" );
       "@see adjustCenter" );
 
 
    addField( "forceUpdateMaterials", TypeBool, Offset(mOptions.forceUpdateMaterials, TSShapeConstructor),
    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"
       "(.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
    // Fields added for assimp options
    addField( "convertLeftHanded", TypeBool, Offset(mOptions.convertLeftHanded, TSShapeConstructor),
    addField( "convertLeftHanded", TypeBool, Offset(mOptions.convertLeftHanded, TSShapeConstructor),
@@ -710,11 +710,11 @@ DefineTSShapeConstructorMethod( saveShape, void, ( const char* filename ),,
 DefineTSShapeConstructorMethod( writeChangeSet, void, (),,
 DefineTSShapeConstructorMethod( writeChangeSet, void, (),,
    (),,
    (),,
    "Write the current change set to a TSShapeConstructor script file. The "
    "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 );
    Torque::Path scriptPath( mShapePath );
-   scriptPath.setExtension( "cs" );
+   scriptPath.setExtension(TORQUE_SCRIPT_EXTENSION);
 
 
    // Read current file contents
    // Read current file contents
    FileObject f;
    FileObject f;

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

@@ -2,7 +2,7 @@
 	ModuleId="CoreModule"
 	ModuleId="CoreModule"
 	VersionId="1"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core.cs"
+	ScriptFile="Core.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core"/>
 	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_PostFX" );
    ModuleDatabase.LoadExplicit( "Core_GameObjects" );
    ModuleDatabase.LoadExplicit( "Core_GameObjects" );
    
    
-   exec("data/defaults.cs");
+   exec("data/defaults.tscript");
    %prefPath = getPrefpath();
    %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.
    // Seed the random number generator.
    setRandomSeed();
    setRandomSeed();
@@ -44,7 +44,7 @@ function CoreModule::onCreate(%this)
    createCanvas($appName);
    createCanvas($appName);
 
 
    //load canvas
    //load canvas
-   //exec("./console/main.cs");
+   //exec("./console/main.tscript");
 
 
    ModuleDatabase.LoadExplicit( "Core_Console" );
    ModuleDatabase.LoadExplicit( "Core_Console" );
    
    
@@ -62,8 +62,8 @@ function CoreModule::onCreate(%this)
    // If we have editors, initialize them here as well
    // If we have editors, initialize them here as well
    if (isToolBuild())
    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.
    //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"
 	ModuleId="Core_ClientServer"
 	VersionId="1"
 	VersionId="1"
 	Description="Default module for the game."
 	Description="Default module for the game."
-	ScriptFile="Core_ClientServer.cs"
+	ScriptFile="Core_ClientServer.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core">
 	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 )
 function Core_ClientServer::onCreate( %this )
 {
 {
    echo("\n--------- Initializing Directory: scripts ---------");
    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);
    $Game::MainScene = getScene(0);
    
    
@@ -52,11 +52,11 @@ function Core_ClientServer::onDestroy( %this )
       
       
    echo("Exporting client prefs");
    echo("Exporting client prefs");
    %prefPath = getPrefpath();
    %prefPath = getPrefpath();
-   export("$pref::*", %prefPath @ "/clientPrefs.cs", false);
+   export("$pref::*", %prefPath @ "/clientPrefs.tscript", false);
 
 
    echo("Exporting server prefs");
    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::GameTypeQuery = $appName;
    $Client::MissionTypeQuery = "Any";
    $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
    //load prefs
-   exec( "data/defaults.cs" );
+   exec( "data/defaults.tscript" );
    %prefPath = getPrefpath();
    %prefPath = getPrefpath();
-   if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
-      exec( %prefPath @ "/clientPrefs.cs" );
+   if ( isFile( %prefPath @ "/clientPrefs.tscript" ) )
+      exec( %prefPath @ "/clientPrefs.tscript" );
       
       
    callOnModules("initClient");
    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.
 // Functions that process commands sent from the server.
 
 
 // Game event descriptions, which may or may not include text messages, can be
 // 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
 // functions do commandToClient with the tag ServerMessage, which invokes the
 // function below.
 // 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
    //load prefs
 
 
    //Force-load the defaults just so we don't have any mistakes
    //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
    //Then, if the user has saved preferences, we load those over-top the defaults
    %prefPath = getPrefpath();
    %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
    // Server::Status is returned in the Game Info Query and represents the
    // current status of the server. This string sould be very short.
    // current status of the server. This string sould be very short.
@@ -250,9 +250,9 @@ function destroyServer()
    // Save any server settings
    // Save any server settings
    %prefPath = getPrefpath();
    %prefPath = getPrefpath();
    echo( "Exporting server prefs..." );
    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
    // Increase the server session number.  This is used to make sure we're
    // working with the server session we think we are.
    // 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"
 	ModuleId="Core_Console"
 	VersionId="1"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_Console.cs"
+	ScriptFile="Core_Console.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core"
 	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)
 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");
     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"
 	ModuleId="Core_GameObjects"
 	VersionId="1"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_GameObjects.cs"
+	ScriptFile="Core_GameObjects.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core">
 	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)
 function Core_GameObjects::onCreateGameServer(%this)
 {
 {
-   %this.registerDatablock("./datablocks/defaultDatablocks.cs");
+   %this.registerDatablock("./datablocks/defaultDatablocks.tscript");
 }
 }
 
 
 function Core_GameObjects::onDestroyGameServer(%this)
 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"
 	ModuleId="Core_GUI"
 	VersionId="1"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_GUI.cs"
+	ScriptFile="Core_GUI.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core"
 	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"
 	ModuleId="Core_Lighting"
 	VersionId="1"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_Lighting.cs"
+	ScriptFile="Core_Lighting.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core">
 	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 = "";
 $pref::LightManager::sgUseToneMapping = "";
 */
 */
 
 
-//exec( "./shaders.cs" );
-//exec( "./deferredShading.cs" );
+//exec( "./shaders.tscript" );
+//exec( "./deferredShading.tscript" );
 
 
 function onActivateAdvancedLM()
 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.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-//exec( "./shadowFilter.cs" );
+//exec( "./shadowFilter.tscript" );
 
 
 singleton GFXStateBlockData( BL_ProjectedShadowSBData )
 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
    // First exec the scripts for the different light managers
    // in the lighting folder.
    // in the lighting folder.
-   /*%pattern = "./lighting/*//*init.cs";   
+   /*%pattern = "./lighting/*//*init.tscript";   
    %file = findFirstFile( %pattern );
    %file = findFirstFile( %pattern );
    if ( %file $= "" )
    if ( %file $= "" )
    {
    {
       // Try for DSOs next.
       // Try for DSOs next.
-      %pattern = "./lighting/*//*init.cs.dso";
+      %pattern = "./lighting/*//*init.tscript.dso";
       %file = findFirstFile( %pattern );
       %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"
 	ModuleId="Core_PostFX"
 	VersionId="1"
 	VersionId="1"
 	Description="Module that implements the core engine-level setup for the game."
 	Description="Module that implements the core engine-level setup for the game."
-	ScriptFile="Core_PostFX.cs"
+	ScriptFile="Core_PostFX.tscript"
 	CreateFunction="onCreate"
 	CreateFunction="onCreate"
 	DestroyFunction="onDestroy"
 	DestroyFunction="onDestroy"
 	Group="Core"
 	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()
 function reloadDOF()
 {
 {
-   exec( "./dof.cs" );
+   exec( "./dof.tscript" );
    DepthOfFieldPostFX.reload();  
    DepthOfFieldPostFX.reload();  
    DepthOfFieldPostFX.disable();
    DepthOfFieldPostFX.disable();
    DepthOfFieldPostFX.enable();
    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/
 // http://www.iryoku.com/mlaa/
 
 
 // NOTE: This is currently disabled in favor of FXAA.  See 
 // 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 )
 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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