crabmusket / Torque3D Public
forked from GarageGames/Torque3Dallow-negative…
Commits on Mar 19, 2013
-
-
Allowed negative lights as per thread.
Credit goes to Jakob Dankovchik. http://www.garagegames.com/community/forums/viewthread/132593/
Commits on Mar 13, 2013
-
Merge pull request GarageGames#255 from thecelloman/updatetinyxml
Update TinyXML to v2.6.2
-
Commits on Mar 10, 2013
-
Merge pull request GarageGames#243 from thecelloman/updatesquish
Update squish
-
Merge pull request GarageGames#250 from thecelloman/updatelibpngandzlib
Updating libpng to v1.5.14 and zlib to v1.2.7
Commits on Mar 9, 2013
-
Updating libpng to v1.5.14 and zlib to v1.2.7
Since libpng has a dependency upon zlib, both updates were combined for one commit/pull-request.
Commits on Mar 7, 2013
-
Merge pull request GarageGames#248 from DavidWyand-GG/HardCodedPaths2
Removed hard coded directory paths
-
Removed hard coded directory paths
- Removed references to core directory. - Switch some references to tools directory - Added preferences variables where appropriate
Commits on Mar 4, 2013
Commits on Feb 28, 2013
Commits on Feb 25, 2013
-
Merge pull request GarageGames#240 from thecelloman/vorbispatch
Patches the libvorbis update with missed files.
-
-
Merge pull request GarageGames#239 from thecelloman/updatelibogg
Updates libogg to v1.3.0
-
-
Merge pull request GarageGames#238 from thecelloman/updatelibvorbis
Update libvorbis to v1.3.3
-
Commits on Feb 22, 2013
-
Merge pull request GarageGames#234 from DavidWyand-GG/RazerHydraWork
Razer Hydra integration
-
Merge pull request GarageGames#237 from DavidWyand-GG/BulletBuilding
Compile Bullet library under Windows
-
Compile Bullet library under Windows
For some reason the Bullet physics library's project file was not being included in the solution when the bullet module was added. This change makes sure that when you want to use Bullet, it will correctly be added by the Project Generator.
-
Merge pull request GarageGames#236 from DavidWyand-GG/HiddenMesh
Change ShapeBase to only test if available meshes
-
Change ShapeBase to only test if available meshes
The ShapeBase class tests if all of its meshes are hidden and if so, then it doesn't render during that frame. However, if there are no meshes in the ShapeBase and only nodes then rendering is also skipped. Unfortunately, this also skips the rendering of any mounted images. This change allows for a mesh-less skeleton to render any mounted images.
Commits on Feb 21, 2013
Commits on Feb 5, 2013
-
Merge pull request GarageGames#211 from just-bank/particledata-bitstr…
…eam-fixes Fix for issue GarageGames#210 and GarageGames#154 for ParticleData sends out-of-range data via BitStream
Commits on Feb 1, 2013
-
Fix memory leak (ParticleData and ParticleEmitterData) on using TypeV…
…alidator class. This fixes issue GarageGames#154
Commits on Jan 30, 2013
-
-
Merge pull request GarageGames#227 from DavidWyand-GG/HardCodedPaths
Remove hard coded paths pass 1
-
Remove hard coded paths pass 1
- displaySplashWindow() now takes an optional path to a bitmap file. - Missing, unavailable and warning texture paths now come from GFXTextureManager static methods.
Commits on Jan 23, 2013
-
Merge pull request GarageGames#223 from DavidWyand-GG/LeapMotionSupport
Leap Motion input device support
-
-
-
Added support for debug and ignored libraries
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.
-
Merge pull request GarageGames#222 from DavidWyand-GG/MovePlatformInp…
…utEvent Moved platform input event files under new input directory
-
-
Merge pull request GarageGames#221 from DavidWyand-GG/ExtendedMove
ExtendedMove class and support