AzaezelX
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2ae10c7ce1
add reload status to onNewDataBlock callback
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5 ヶ月 前 |
AzaezelX
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f633ef3a3d
fill in the validated variables
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7 ヶ月 前 |
marauder2k7
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efbe5e90f5
virtuals removed
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1 年間 前 |
AzaezelX
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aa02e48c8d
add safeties for enum math across define boundaries
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2 年 前 |
AzaezelX
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c4ae6258cc
sound safeties and future notes
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2 年 前 |
AzaezelX
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15f7f04bee
standardize soundasset preloading for datablocks
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2 年 前 |
AzaezelX
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f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
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2 年 前 |
AzaezelX
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8821f62b0c
misc fixes
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2 年 前 |
AzaezelX
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98a079a797
code duplication prune. should aid in stability
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4 年 前 |
AzaezelX
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0c6ca6c701
conflict resolution
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4 年 前 |
marauder2k7
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3d7f092c52
Merge branch 'SoundAssetImplements' of https://github.com/Azaezel/Torque3D-1 into SoundAssetImplements
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4 年 前 |
AzaezelX
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776741770d
boolean is<thing>valid chjecks for assets. tests wether it's non-empty and reporting zero flaws
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4 年 前 |
marauder2k7
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76addc52eb
Checks for emptyString in preload
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4 年 前 |
marauder2k7
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4429de59b0
okay so addArray isn't even required.
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4 年 前 |
marauder2k7
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8a1d3f2021
Working thunder. These changes may need to be applied to other sound arrays or image arrays.
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4 年 前 |
AzaezelX
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44b81ace69
don't check a profile if we don't have a sound asset
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4 年 前 |
AzaezelX
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dba0899887
soundasset augments: get<name>Profile methods, test for emptystring, initialize asset arrays
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4 年 前 |
AzaezelX
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2181ce08c3
lightning ref fixes
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4 年 前 |
marauder2k7
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57aceb60fb
QOC
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4 年 前 |
marauder2k7
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e9d0f68b55
Preload all soundAsset
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4 年 前 |
marauder2k7
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704eb27600
More Implements
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4 年 前 |
marauder2k7
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1ea693fea6
SoundAsset Array
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4 年 前 |
marauder2k7
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c92cfe3e81
SoundAssetImplements
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4 年 前 |
AzaezelX
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fabd5864fa
uninitialized variables-t3d
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5 年 前 |
AzaezelX
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3c0360fd2f
uninitialized variables-afx
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5 年 前 |
AzaezelX
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8b4f3fea31
misc formatting fixes, and a removal of the
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6 年 前 |
Areloch
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 年 前 |
Thomas "elfprince13" Dickerson
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849a1c1eb1
merged numerous changes from upstream
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8 年 前 |
Areloch
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5c8a82180b
Merge pull request #1938 from John3/add_strikeObject
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8 年 前 |
Johxz
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84f610f2f2
fix tabs vs space, fix net strikepoints
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8 年 前 |