Robert MacGregor 55063601e6 * [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles. 4 éve
..
assets adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 4 éve
decal 0bf97ad2c8 decal safeties via if (mMaterialAsset.notNull() && mMaterialAsset->getStatus() == MaterialAsset::Ok) 4 éve
examples 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
fps 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 8 éve
fx c150afebaa particle cleanups 4 éve
gameBase 27a4868b6e Fix buffer corruption. 4 éve
lighting 33e78fd8a8 init reflection probes 4 éve
physics 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
sceneComponent 7dbfe6994d Engine directory for ticket #1 13 éve
sfx 56b0a0cb85 Initial hook-in of the sound asset's integration into sfxEmitter, as well as some fixups for editor/workflow usage. 4 éve
turret fabd5864fa uninitialized variables-t3d 5 éve
vehicles 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
Scene.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
Scene.h b05d5fd3bd Merge branch 'PostFXReorgAndUpdate' of https://github.com/Areloch/Torque3D into Preview4_0 5 éve
accumulationVolume.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
accumulationVolume.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
aiClient.cpp c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 5 éve
aiClient.h acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 11 éve
aiConnection.cpp 7d91d0a577 Eliminate ConsoleFunction and ConsoleMethod, replace with DefineEngineStringlyVariadic 7 éve
aiConnection.h 7dbfe6994d Engine directory for ticket #1 13 éve
aiPlayer.cpp c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 5 éve
aiPlayer.h ab88b8f489 anim-clip -- sequence selection by afx effects 8 éve
camera.cpp 5c67c6c846 Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera 8 éve
camera.h dca2dc0074 Implementation of guiRenderTargetVizCtrl 5 éve
cameraSpline.cpp fabd5864fa uninitialized variables-t3d 5 éve
cameraSpline.h a41b28f6b7 safety check 5 éve
containerQuery.cpp a7c7b67c85 enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 8 éve
containerQuery.h fbfd3ed8ed clang: constructor initialization order 9 éve
convexShape.cpp 555c563b39 More updating of editor icons to assets 4 éve
convexShape.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
debris.cpp 11a29ef97a preload materials for shapebasedatas and debris 4 éve
debris.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
gameFunctions.cpp f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 6 éve
gameFunctions.h 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. 8 éve
gameTSCtrl.cpp 0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. 10 éve
gameTSCtrl.h 0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. 10 éve
groundPlane.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
groundPlane.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
guiMaterialPreview.cpp fabd5864fa uninitialized variables-t3d 5 éve
guiMaterialPreview.h 7dbfe6994d Engine directory for ticket #1 13 éve
guiNoMouseCtrl.cpp 7dbfe6994d Engine directory for ticket #1 13 éve
guiObjectView.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
guiObjectView.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
item.cpp afb39d398f code review: 5 éve
item.h afb39d398f code review: 5 éve
levelInfo.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
levelInfo.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
lightAnimData.cpp 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 8 éve
lightAnimData.h 695ad6357f Hides some light fields for local lights that are intended for PSSM's, thus useless. 5 éve
lightBase.cpp 6ade6f08ce Updated Assimp 5 éve
lightBase.h 19092c368a localRenderViz -- Implements per-light renderViz setting. 8 éve
lightDescription.cpp c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 6 éve
lightDescription.h 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 8 éve
lightFlareData.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
lightFlareData.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
missionArea.cpp f3fc84738b Use fixed buffer size var when allocating return buffer from console. 11 éve
missionArea.h 093252ada3 Updated logic in MissionArea::getServerObject. 13 éve
missionMarker.cpp 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 7 éve
missionMarker.h fbc9660bc3 WaypointTeam never worked and if you look at the code you can see its not very clean. 11 éve
notesObject.cpp 5de19404d9 mac compile fixes 5 éve
notesObject.h 4ffe6d2bb7 Adds a notes object that only displays in the editor, useful for when working on maps. 5 éve
objectTypes.h f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 6 éve
occlusionVolume.cpp d979cf9d2d PolyhedronVectorData core membervar cleanups 7 éve
occlusionVolume.h 7dbfe6994d Engine directory for ticket #1 13 éve
pathCamera.cpp f44a3f27d6 Fix stack balancing problems by refactoring execution calls 11 éve
pathCamera.h f44a3f27d6 Fix stack balancing problems by refactoring execution calls 11 éve
pathShape.cpp f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 6 éve
pathShape.h f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 6 éve
physicalZone.cpp 5a1af9ccd7 Merge pull request #2236 from Azaezel/memberMess 7 éve
physicalZone.h a7c7b67c85 enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 8 éve
player.cpp 426f5974da Corrected ShapeAsset array initpersist macro to assign arraySize 4 éve
player.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
pointLight.cpp 695ad6357f Hides some light fields for local lights that are intended for PSSM's, thus useless. 5 éve
pointLight.h 7dbfe6994d Engine directory for ticket #1 13 éve
portal.cpp 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 8 éve
portal.h 7dbfe6994d Engine directory for ticket #1 13 éve
prefab.cpp adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 4 éve
prefab.h adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 4 éve
projectile.cpp 55063601e6 * [Projectile] BugFix: Correct the onAdd callback not being raised for projectiles. 4 éve
projectile.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
proximityMine.cpp 76602509e3 delta to mDelta to resolve another class var vs method var confusionpoint 7 éve
proximityMine.h 0baa410619 nextfreemask does nothing for proximity mines as there are no subclasses on this chain, but does bump it's enum value over the limit with the new addition to sceneobject. so killed it. 7 éve
resource.h 7dbfe6994d Engine directory for ticket #1 13 éve
rigid.cpp 691a08bb33 Backend correction for the rigid vs rigid collision resolver: 10 éve
rigid.h 7dbfe6994d Engine directory for ticket #1 13 éve
rigidShape.cpp e4d16a8c61 (re) add collision yo noshape.dts 4 éve
rigidShape.h d1cc5964c4 fix GCC compile 5 éve
scopeAlwaysShape.cpp 7dbfe6994d Engine directory for ticket #1 13 éve
shapeBase.cpp 11a29ef97a preload materials for shapebasedatas and debris 4 éve
shapeBase.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
shapeCollision.cpp 7dbfe6994d Engine directory for ticket #1 13 éve
shapeImage.cpp 426f5974da Corrected ShapeAsset array initpersist macro to assign arraySize 4 éve
spotLight.cpp 695ad6357f Hides some light fields for local lights that are intended for PSSM's, thus useless. 5 éve
spotLight.h 7dbfe6994d Engine directory for ticket #1 13 éve
staticShape.cpp e3e2de7f7b connects staticshape::unmount to the parent chain so it can actually do so 4 éve
staticShape.h f7f8faf47e truly a community project, this has been kicking around since 2003 in various forms. adds a path following shape that can be ridden. 6 éve
trigger.cpp a241d27b58 Expand EngineAPI type definitions 5 éve
trigger.h b160017c7d aitriggers a navtool. not ready for general consumption just yet 5 éve
tsStatic.cpp adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. 4 éve
tsStatic.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
zone.cpp 9524e77596 Merge branch 'alpha40_zonePicker2' of https://github.com/Azaezel/Torque3D into Preview4_0 5 éve
zone.h dbf34df71d select within zone pushbutton 6 éve