Merge branch "jmonkeyengine/master" into "scenecomposer/master"#4
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appeared after IK constraint computation; the algorithm now selects the best found solution among all iterations.
… properly when creating a shader node definition.
…d support. Gamepad support is still a work in progress, but functions.
…cks. May move this to AppSettings later, but not sure yet.
…onnected to Android device using USB dongle
…ck axes and buttons. Also added ability to add new buttons as events come in due to Android not providing a definitive way to determine which buttons are supported on the device.
FBXDump remove useless import
…efault) Still needs work: * Skeletal animation (many issues with transform hierarchies) * N-gons triangulation (only quads supported at the moment) * Light & Camera importing * Z-up to Y-up correction * Morph animation
SDK / scenecomposer : axis pick for move and scale tool
Fixed typo #258
…ng an error when there was a "//" comment in the declarative section of a node glsl code
* Separate GLFbo and GLExt implementations. GLFbo can now be implemented either via vanilla OpenGL3 calls or GL_EXT_framebuffer_*** extensions (OpenGL2.1- only). * Use modern way of getting supported extensions in core profile. * Luminance and Alpha formats are not available when running in core profile. * Bind a dummy vertex array object (VAO) when running in core profile. * Point sprite mode is always enabled. Since both OpenGL ES 2.0 and OpenGL 3.2 core require it, jME3 is no longer capable of rendering regular points.
For DXT1/3 images, the format for color and alpha blocks is the same, so the bug would not appear. For DXT5 images, the alpha block is formatted differently. The issue is that it flips the color block and then the alpha block for 2x2 images, but the correct order is alpha block then color block.
makes it easier to handle network messages. These delegators can introspect a delegate type to find message-type specific handler methods. This mapping can be done automatically or performed manually.
send the serializer registry... and then register them on the other end.
with custom subclasses and service interfaces for client services and server-side services (HostedServices). This code is a copy and refactoring of code I developed for Mythruna... it worked there but I haven't tested it yet in its new form. Things may change as I integrate this more closely with the core Client and Server classes. I wanted to get it into source control first. Also included an RPC service implementation which can serve as the underpinning for other things. Coming soon: serializer registration service and a simple RMI service based on the RPC layer.
Server. (Untested at the moment but straight forward.) Also fixed a small but silent bug in DefaultServer when closing out endpoints that were never fully connected. Garbage was left around in the "connecting" data structure.
registration set to each new client that connects. The client-side version of this service will then register them all. This means that serialized classes need only be registered on the server. I've modified DefaultClient and DefaultServer to register these services by default because they make other services easier to write and because they will save people lots of trouble. I'm 90% sure there are no bad side-effects for people who choose to continue doing things the old way but it may depend on when they register their serializers in relations to creating the client and server objects.
to handler method argument types. Fixed a small bug in how auto-detect worked. It was too greedy in looking for two-argument methods and would somehow allow methods that took a first argument that was not a connection type.
error from my originals.
instead of just custom channels. Custom channels are 0-max channel while -1 indicates the default send().
… audio renderer. Implemented flip y in native iOS image loader
iOS system fixes for 3.1
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Merge branch "jmonkeyengine/master" into "scenecomposer/master"
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