1. 09 Apr, 2013 19 commits
    • DavidWyand-GG's avatar
      Game cam and eye banking, control schemes · 660250cc
      DavidWyand-GG authored
      - ShapeBaseData has two new properties.  cameraCanBank indicates that
      the game object may bank its eye/camera, if supported by the object.
      mountedImagesBank indicates that mounted images should bank with the
      eye/camera in first person view.  Both default to false.
      - Player supports 1st person eye and 3rd person camera banking when
      making use of the new ExtendedMove class.
      - Camera class supports banking when making use of the new ExtendedMove
      class.
      - GameConnection now has an idea of a control scheme.  This determines
      how game objects should respond to input events.  A control scheme may
      be set by either the server or client.  Current control schemes are:
      -- Absolute rotation (likely though the ExtendedMove class)
      -- Add relative yaw (from mouse or gamepad) to absolute rotation.
      -- Add relative pitch (from mouse or gamepad) to absolute rotation.
      - Player class supports the new control schemes when using the
      ExtendedMove class.
      - Camera class supports the new control scheme when using the
      ExtendedMove class.
      660250cc
    • David Wyand's avatar
      Merge pull request #324 from DavidWyand-GG/SideBySideRendering · 2805ec81
      David Wyand authored
      Side by side rendering
      2805ec81
    • DavidWyand-GG's avatar
      Side by side rendering · b32e7688
      DavidWyand-GG authored
      - Side by side rendering implemented throughout the graphics pipeline.
      - New GuiTSCtrl renderStyle property is set to "stereo side by side" to
      activate.
      - You set an IDisplayDevice on the GameConnection to define any vertical
      FOV, projection offset, and stereo eye offset properties required for
      the stereo rendering (no display device included with this commit).
      - Full and Empty templates updated with correct scripts and shaders.
      b32e7688
    • SilentMike's avatar
      Merge pull request #323 from thecelloman/fixteleportflash · b1a2140e
      SilentMike authored
      Use correct dragCoefficient value in TeleportFlash
      b1a2140e
    • SilentMike's avatar
      Merge pull request #322 from thecelloman/fixcustomprofiles · 5fc13168
      SilentMike authored
      Correct customProfiles.cs execution.
      5fc13168
    • David Wyand's avatar
      Merge pull request #321 from DavidWyand-GG/ExtendedMoveChanges · b1feed56
      David Wyand authored
      ExtendedMove changes
      b1feed56
    • DavidWyand-GG's avatar
      ExtendedMove changes · f1099cba
      DavidWyand-GG authored
      - Support for three positions and rotations.
      - Increased the number of bits used to network rotations.
      - New Euler based rotation support, in addition to the existing
      quaternion support.
      f1099cba
    • David Wyand's avatar
      Merge pull request #320 from DavidWyand-GG/PlatformVideoInfoFix · 2fd3dcb8
      David Wyand authored
      Fix platforms that don't support PVI_NumAdapters
      2fd3dcb8
    • DavidWyand-GG's avatar
      Fix platforms that don't support PVI_NumAdapters · 4f4c496f
      DavidWyand-GG authored
      Not all platforms currently support the PVI_NumAdapters query from
      PlatformVideoInfo.  This fix puts in the assumption that there is always
      1 adapter if the PVI_NumAdapaters query returns false.  This was the
      behaviour prior to PVI_NumAdapters being put in place.
      4f4c496f
    • SilentMike's avatar
      Merge pull request #319 from thecelloman/cleancheetahtssc · ee44e447
      SilentMike authored
      Clean up the cheetah's onLoad() TSShapeConstructor script
      ee44e447
    • David Wyand's avatar
      Merge pull request #318 from DavidWyand-GG/GraphicsAdapters · a8413374
      David Wyand authored
      GFX now handles non-default adapters
      a8413374
    • DavidWyand-GG's avatar
      GFX now handles non-default adapters · 0d77cdc2
      DavidWyand-GG authored
      The GFX (DirectX) pipeline did not respect the choice of adapter and
      always went for the default one.  Normally this isn't an issue unless
      you wish to target a particular adapter and display device combination.
      This has been corrected.
      
      The GFX initialize functions now attempt to find the best adapter that
      matches a given display device (i.e. monitor) if one has been passed in.
      To aid with choosing a display device some new monitor enumeration
      methods have been added to the platform window manager.  These methods
      have been exposed to the Canvas.
      0d77cdc2
    • David Wyand's avatar
      Merge pull request #317 from DavidWyand-GG/PointZeroing · 1ed1a412
      David Wyand authored
      zero() method added to all point classes
      1ed1a412
    • DavidWyand-GG's avatar
      zero() method added to all point classes · a40db9fa
      DavidWyand-GG authored
      Only some of the mPointX classes had the zero() method implemented.
      This commit adds the method to all point classes.
      a40db9fa
    • David Wyand's avatar
      Merge pull request #316 from DavidWyand-GG/FixRealStringPaths · a8d499f7
      David Wyand authored
      Fix texture and object console paths
      a8d499f7
    • DavidWyand-GG's avatar
      Fix texture and object console paths · bfec2dfd
      DavidWyand-GG authored
      - Be sure to delete all prefs.cs files following this change.
      - Changes the console types of the missing, unavailable and warning
      texture paths.  The old type was causing string corruption when saving
      preferences.
      - Changes the console type of the TSShapeConstructor collision shapes.
      The old type was causing string corruption when saving preferences.
      - Changed missing texture reference in ProcessedMaterial from String to
      const char*.
      bfec2dfd
    • thecelloman's avatar
      bc9ec2fa
    • thecelloman's avatar
      Correct customProfiles.cs execution. · 67de30b0
      thecelloman authored
      This removes a duplicate and erroneous attempt to load the customProfiles.cs script.  Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
      Also fixes a problem where the Empty Template was not loading customProfiles.cs
      67de30b0
    • thecelloman's avatar
      Clean up the cheetah's onLoad() TSShapeConstructor script · 1a87d561
      thecelloman authored
      This prevents some console spam due to erroneous node removal requests.
      1a87d561
  2. 08 Apr, 2013 8 commits
  3. 05 Apr, 2013 2 commits
  4. 04 Apr, 2013 10 commits
  5. 02 Apr, 2013 1 commit