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AS_OPTIMIZATIONS_STAGE3 #3

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josh-leeming
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AS_OPTIMIZATIONS_STAGE3 changes without #ifdef

crabmusket and others added 30 commits October 2, 2012 21:02
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
…leEmitterEjection

Fix for Issue GarageGames#110 for Particle Emitter Ejection
…aMaterials

Fix for Issue GarageGames#118 for Collada Importer Materials
…edArrayObjectSort

Fix for Issue GarageGames#120 for Inverted ArrayObject Sort
…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
DavidWyand-GG and others added 30 commits January 7, 2013 12:33
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
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 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
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.
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.
…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.
- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
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8 participants