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AS_OPTIMIZATIONS_STAGE3 #3
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steeringReturn is the main control for the amount of return in the steering. Setting it to 0 (the default) disables steering return completely. steeringReturnSpeedScale is a multiplier on the amount of effect that the vehicle's velocity has on its steering return. powerSteering can be set to eliminate the effect of steering return on user input. Without this flag set, the user will have a harder time steering, because the wheels try to return as they steer. If this flag is set, steering return will not be applied while the user is actually steering, only when they release.
It happens in Vehicle::updateMove so it can apply to all vehicle subclasses. It is applied to both x and y steering.
It was causing Vehicles to roll forwards with a constant velocity when stationary, and ignore move->y.
Added an 8th word to ContainerRayCast's return, which is the distance.
Doc changes for the containerRayCast DefineEngineFunction to include the distance.
…ShapeBandwidth For for Issue GarageGames#106 Convex Shape Bandwidth
…HeadingNode Fix for Issue GarageGames#108 Turret Heading Node
…eamIssues Fix for Issue GarageGames#111 for BitStream Issues
…leEmitterEjection Fix for Issue GarageGames#110 for Particle Emitter Ejection
…epSounds Fix for Issue GarageGames#114 for Footstep Sounds
…ithUnicode Fix for Issue GarageGames#116 for Crash with unicode
…aMaterials Fix for Issue GarageGames#118 for Collada Importer Materials
…edArrayObjectSort Fix for Issue GarageGames#120 for Inverted ArrayObject Sort
…alSounds Fix for Issue GarageGames#122 for Material Sounds
…MaterialRefraction Fix for Issue GarageGames#124 for CustomMaterial Refraction
…ectBadConnect Fix for Issue GarageGames#126 for TCPObject Bad Connect
IMPROVEMENT: By default we stop rendering all Player shadows when in first person and 'renderFirstPerson' is disabled. Added flag 'firstPersonShadows' to disable this behavior.
…rFPShadow Fix for Issue GarageGames#128 for Player First Person Shadow
…to timmgt-dedsdlchanges
Bug fix for loading compiled dsos merged into development branch.
…r-object Updated logic in MissionArea::getServerObject merged into development branch.
Vehicle steering return-to-centre merged into development branch.
Fix for Issue_190: Without having DI8DEVTYPE_DRIVING here, many steering wheel's will show up as "unknown" and cannot be mapped to actions. Driving and gamepad both map to joystick for consistency, since they all can have buttons, axes, sliders, and pov hat's.
Changed two SI_DPOV references to read as SI_DPOV2
…ckPOV2 Fix for Issue GarageGames#214
Expanded signals and journaled signals to support up to 13 parameters
ScriptTickObject is a ScriptObject that adds callbacks for tick and frame events. Use setProcessTicks() to enable or disable the onInterpolateTick() and onProcessTick() callbacks. The callOnAdvanceTime property determines if the onAdvanceTime() callback is called.
New ScriptTickObject
New console type for Point3I
- New InputEventManager class. It will be used by 3rd party input devices to generate Torque 3D input events. - Expanded the input event signal to include three new floats and a new integer. - Expanded the number of joystick buttons to 48. - The input virtual map is now extendable rather than hard coded. - The input devices types are now extendable rather than hard coded. - New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types. - New SI_VALUE input action type. - ActionMap has been updated to work with these changes. - Removed unnecessary references to platform/event.h
Input event changes
New forceClientTransform() console method to force a RigidShape's transform on the client. This is used when you transform a RigidShape on the server and want the client to immediately transform rather than interpolate to the transform.
New RigidShape method to force client
The ExtendedMove class can optionally replace the standard Move class to allow the passing of absolute position and rotation information from the client's input device to the server. It is enabled by changing $TORQUE_EXTENDED_MOVE to true in buildFiles/config/project.conf and re-running the project generator.
ExtendedMove class and support
…utEvent Moved platform input event files under new input directory
Updated Project Generator to allow adding different Release/Debug libraries. Also added ability to specify libraries for Ignore Default Libraries field. Only Visual Studio templates have been updated.
Leap Motion input device support
- displaySplashWindow() now takes an optional path to a bitmap file. - Missing, unavailable and warning texture paths now come from GFXTextureManager static methods.
Remove hard coded paths pass 1
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AS_OPTIMIZATIONS_STAGE3 changes without #ifdef