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Merge pull request #14 from GarageGames/development-3.6
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Development 3.6
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Lopuska committed Dec 29, 2014
2 parents f491ae0 + cae70a9 commit 640c6b4
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Showing 8 changed files with 30 additions and 13 deletions.
4 changes: 2 additions & 2 deletions Engine/source/T3D/fx/particle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -355,7 +355,7 @@ bool ParticleData::protectedSetSizes( void *object, const char *index, const cha
U32 i;

if (!index)
i = 0;
return (val >= 0.f && val <= MaxParticleSize);
else
i = dAtoui(index);

Expand All @@ -371,7 +371,7 @@ bool ParticleData::protectedSetTimes( void *object, const char *index, const cha
U32 i;

if (!index)
i = 0;
return (val >= 0.f && val <= 1.f);
else
i = dAtoui(index);

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8 changes: 4 additions & 4 deletions Engine/source/T3D/fx/particleEmitter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1833,22 +1833,22 @@ void ParticleEmitter::setupOriented( Particle *part,
lVerts->point = start + crossDir;
lVerts->color = partCol;
// Here and below, we copy UVs from particle datablock's texCoords (oriented)
lVerts->texCoord = part->dataBlock->texCoords[0];
lVerts->texCoord = part->dataBlock->texCoords[1];
++lVerts;

lVerts->point = start - crossDir;
lVerts->color = partCol;
lVerts->texCoord = part->dataBlock->texCoords[1];
lVerts->texCoord = part->dataBlock->texCoords[2];
++lVerts;

lVerts->point = end - crossDir;
lVerts->color = partCol;
lVerts->texCoord = part->dataBlock->texCoords[2];
lVerts->texCoord = part->dataBlock->texCoords[3];
++lVerts;

lVerts->point = end + crossDir;
lVerts->color = partCol;
lVerts->texCoord = part->dataBlock->texCoords[3];
lVerts->texCoord = part->dataBlock->texCoords[0];
++lVerts;
}

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5 changes: 4 additions & 1 deletion Engine/source/T3D/player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6158,7 +6158,10 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
stream->writeFlag(!(mask & NoWarpMask));
}
// Ghost need energy to predict reliably
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,EnergyLevelBits);
if (mDataBlock->maxEnergy > 0.f)
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy, EnergyLevelBits);
else
stream->writeFloat(0.f, EnergyLevelBits);
return retMask;
}

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4 changes: 2 additions & 2 deletions Engine/source/app/version.h
Original file line number Diff line number Diff line change
Expand Up @@ -41,10 +41,10 @@
/// code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
///
/// Version number is major * 1000 + minor * 100 + revision * 10.
#define TORQUE_GAME_ENGINE 3620
#define TORQUE_GAME_ENGINE 3630

/// Human readable engine version string.
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.2"
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.3"

/// Gets the engine version number. The version number is specified as a global in version.cc
U32 getVersionNumber();
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3 changes: 3 additions & 0 deletions Engine/source/lighting/common/projectedShadow.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -230,6 +230,9 @@ bool ProjectedShadow::_updateDecal( const SceneRenderState *state )
lightCount++;
}

if (mShapeBase)
fade *= mShapeBase->getFadeVal();

lightDir.normalize();

// No light... no shadow.
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6 changes: 6 additions & 0 deletions Engine/source/materials/matInstance.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -290,6 +290,12 @@ bool MatInstance::init( const FeatureSet &features,
//----------------------------------------------------------------------------
bool MatInstance::reInit()
{
if (!mVertexFormat)
{
mIsValid = false;
return mIsValid;
}

SAFE_DELETE(mProcessedMaterial);
deleteAllHooks();
mIsValid = processMaterial();
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9 changes: 7 additions & 2 deletions Engine/source/shaderGen/HLSL/depthHLSL.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@

#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"

#include "terrain/terrFeatureTypes.h"

void EyeSpaceDepthOutHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
Expand Down Expand Up @@ -85,7 +85,12 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
LangElement *depthOutDecl = new DecOp( depthOut );

meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) );
meta->addStatement( new GenOp( " @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec ) );

if (fd.features.hasFeature(MFT_TerrainBaseMap))
meta->addStatement(new GenOp(" @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
else
meta->addStatement(new GenOp(" @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));

meta->addStatement( new GenOp( "#else\r\n" ) );

Var *farDist = (Var*)Var::find( "oneOverFarplane" );
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4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
Torque 3D v3.6.2
Torque 3D v3.6.3
================

MIT Licensed Open Source version of [Torque 3D](http://www.garagegames.com/products/torque-3d) from [GarageGames](http://www.garagegames.com)
Expand All @@ -23,7 +23,7 @@ In addition to GitHub we also have a couple of pre-packaged files for you to dow

* [Torque 3D 3.6 Full template](http://mit.garagegames.com/Torque3D-3-6-1-FullTemplate.zip), which contains precompiled binaries.
* [Complete Torque 3D 3.6 zip package](http://mit.garagegames.com/Torque3D-3-6-1.zip) containing the contents of this repository.
* [Windows binaries for 3.6.2](https://github.com/GarageGames/Torque3D/releases/tag/v3.6.2) which you can drop into your existing script projects.
* [Windows binaries for 3.6.3](https://github.com/GarageGames/Torque3D/releases/tag/v3.6.3) which you can drop into your existing script projects.
* [Torque 3D Project Manager v2.1](http://mit.garagegames.com/T3DProjectManager-2-1.zip) on its own for use in your T3D forks.

If you're looking for an older release see the [Torque 3D Archive](https://github.com/GarageGames/Torque3D/wiki/Torque-3D-Archive)
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