1. 01 May, 2013 2 commits
  2. 30 Apr, 2013 4 commits
  3. 23 Apr, 2013 3 commits
  4. 24 Apr, 2013 1 commit
  5. 23 Apr, 2013 2 commits
  6. 21 Apr, 2013 2 commits
    • David Wyand's avatar
      Merge pull request #352 from DavidWyand-GG/ProjGenFileCopy · 88a31917
      David Wyand authored
      Project Generator File Copy
      88a31917
    • DavidWyand-GG's avatar
      Project Generator File Copy · 262ddb1a
      DavidWyand-GG authored
      Project Generator may now automatically copy files needed for a module
      into the project's directory.  Use the new copyFileToProject() function
      in the module .inc file.  The following modules have been set up for
      this:
      
      - FMod
      - Leap Motion
      - PhysX
      - Razer Hydra
      
      These modules have been set up to copy both release and debug files as
      appropriate.  When releasing your game you'll likely want to not include
      any debug files.
      262ddb1a
  7. 20 Apr, 2013 1 commit
  8. 18 Apr, 2013 7 commits
  9. 17 Apr, 2013 3 commits
  10. 15 Apr, 2013 4 commits
  11. 11 Apr, 2013 4 commits
  12. 10 Apr, 2013 4 commits
  13. 09 Apr, 2013 3 commits
    • David Wyand's avatar
      Merge pull request #325 from DavidWyand-GG/GameObjectBanking · 2123365d
      David Wyand authored
      Game cam and eye banking, control schemes
      2123365d
    • 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