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assets
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6cc7bcd2e0
Merge pull request #1805 from Azaezel/startRightEndRight
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9 роки тому |
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components
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fb63babdcd
Merge pull request #2097 from Areloch/Entity_Component_Improvements
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8 роки тому |
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decal
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 роки тому |
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examples
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3a18819e1e
Issue found by PVS Studio:
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10 роки тому |
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fps
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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fx
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62500487f1
ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting.
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8 роки тому |
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gameBase
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0c21ef1b45
Removes Entity/Component stuff from being behind an experimental flag.
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8 роки тому |
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physics
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8f0e418e54
Fixes collision shape assignment after a PhysicsShapeData resource change signal is triggered.
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8 роки тому |
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sceneComponent
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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sfx
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fbfd3ed8ed
clang: constructor initialization order
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9 роки тому |
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turret
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51df59092d
Assorted bug fixes
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8 роки тому |
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vehicles
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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accumulationVolume.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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accumulationVolume.h
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c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
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11 роки тому |
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aiClient.cpp
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2f48f31a6f
Fixed String comparisons.
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11 роки тому |
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aiClient.h
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 роки тому |
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aiConnection.cpp
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 роки тому |
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aiConnection.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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aiPlayer.cpp
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ab88b8f489
anim-clip -- sequence selection by afx effects
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8 роки тому |
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aiPlayer.h
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ab88b8f489
anim-clip -- sequence selection by afx effects
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8 роки тому |
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camera.cpp
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5c67c6c846
Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera
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8 роки тому |
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camera.h
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fcce9be33c
obj-select -- object selection functionality
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8 роки тому |
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cameraSpline.cpp
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a0dc2adff8
suppresses a leak potentially caused by Knot::mType||Knot::mPath entries.
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9 роки тому |
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cameraSpline.h
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a0dc2adff8
suppresses a leak potentially caused by Knot::mType||Knot::mPath entries.
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9 роки тому |
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containerQuery.cpp
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a7c7b67c85
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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8 роки тому |
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containerQuery.h
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fbfd3ed8ed
clang: constructor initialization order
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9 роки тому |
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convexShape.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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convexShape.h
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c6b6ffc10b
For for Issue #106 Convex Shape Bandwidth
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13 роки тому |
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debris.cpp
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706d717ef6
enhanced-particle -- Accounts for larger number of particle size keys.
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8 роки тому |
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debris.h
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 роки тому |
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entity.cpp
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86a0ba44d3
Cleanup of the elements exposed to the console
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8 роки тому |
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entity.h
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1fdbc6594e
Fixes up various parts of the entity and component classes.
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8 роки тому |
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gameFunctions.cpp
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 роки тому |
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gameFunctions.h
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 роки тому |
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gameTSCtrl.cpp
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0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
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10 роки тому |
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gameTSCtrl.h
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0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
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10 роки тому |
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groundPlane.cpp
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3219735087
meshroad-zodiacs -- MeshRoad customizations for rendering zodiacs on them.
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8 роки тому |
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groundPlane.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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guiMaterialPreview.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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guiMaterialPreview.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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guiNoMouseCtrl.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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guiObjectView.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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guiObjectView.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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item.cpp
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cd3b080526
Item Mounting
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9 роки тому |
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item.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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levelInfo.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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levelInfo.h
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2b57bed899
level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume.
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9 роки тому |
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lightAnimData.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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lightAnimData.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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lightBase.cpp
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19092c368a
localRenderViz -- Implements per-light renderViz setting.
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8 роки тому |
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lightBase.h
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19092c368a
localRenderViz -- Implements per-light renderViz setting.
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8 роки тому |
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lightDescription.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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lightDescription.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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lightFlareData.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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lightFlareData.h
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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missionArea.cpp
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f3fc84738b
Use fixed buffer size var when allocating return buffer from console.
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11 роки тому |
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missionArea.h
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093252ada3
Updated logic in MissionArea::getServerObject.
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13 роки тому |
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missionMarker.cpp
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27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
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9 роки тому |
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missionMarker.h
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fbc9660bc3
WaypointTeam never worked and if you look at the code you can see its not very clean.
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11 роки тому |
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objectTypes.h
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d78f5bc4e9
afxModel-type -- defines a type bit for afxModel objects.
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8 роки тому |
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occlusionVolume.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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occlusionVolume.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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pathCamera.cpp
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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11 роки тому |
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pathCamera.h
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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11 роки тому |
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physicalZone.cpp
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51df59092d
Assorted bug fixes
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8 роки тому |
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physicalZone.h
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a7c7b67c85
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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8 роки тому |
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player.cpp
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25b780ccaf
player-look -- modified player head and arm control
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8 роки тому |
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player.h
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25b780ccaf
player-look -- modified player head and arm control
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8 роки тому |
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pointLight.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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pointLight.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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portal.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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portal.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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prefab.cpp
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1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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9 роки тому |
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prefab.h
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1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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9 роки тому |
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projectile.cpp
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c32c9557ab
enhanced-projectile
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8 роки тому |
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projectile.h
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c32c9557ab
enhanced-projectile
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8 роки тому |
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proximityMine.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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proximityMine.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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resource.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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rigid.cpp
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691a08bb33
Backend correction for the rigid vs rigid collision resolver:
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10 роки тому |
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rigid.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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rigidShape.cpp
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1ee127b753
more unused variable cleanups
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9 роки тому |
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rigidShape.h
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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11 роки тому |
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scopeAlwaysShape.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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shapeBase.cpp
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8aaed004f1
Collision events
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8 роки тому |
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shapeBase.h
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8aaed004f1
Collision events
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8 роки тому |
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shapeCollision.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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shapeImage.cpp
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ce51070fc4
whitespace updates
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9 роки тому |
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spotLight.cpp
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25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 роки тому |
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spotLight.h
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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staticShape.cpp
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 роки тому |
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staticShape.h
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 роки тому |
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trigger.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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10 роки тому |
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trigger.h
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a1740e8a9c
Made Trigger friendlier towards inheritance.
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13 роки тому |
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tsStatic.cpp
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d4c2eeea98
Selection Highlighting
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8 роки тому |
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tsStatic.h
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d4c2eeea98
Selection Highlighting
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8 роки тому |
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zone.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 роки тому |
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zone.h
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7dbfe6994d
Engine directory for ticket #1
|
13 роки тому |