-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.cs
68 lines (55 loc) · 2.73 KB
/
main.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Set log mode.
setLogMode(2);
// Set profiler.
//profilerEnable( true );
// Controls whether the execution or script files or compiled DSOs are echoed to the console or not.
// Being able to turn this off means far less spam in the console during typical development.
setScriptExecEcho( false );
// Controls whether all script execution is traced (echoed) to the console or not.
trace( false );
// Sets whether to ignore compiled TorqueScript files (DSOs) or not.
$Scripts::ignoreDSOs = true;
// The name of the company. Used to form the path to save preferences. Defaults to GarageGames
// if not specified.
// The name of the game. Used to form the path to save preferences. Defaults to C++ engine define TORQUE_GAME_NAME
// if not specified.
// Appending version string to avoid conflicts with existing versions and other versions.
setCompanyAndProduct("GarageGames", "Torque 2D" );
// Set module database information echo.
ModuleDatabase.EchoInfo = false;
// Set asset database information echo.
AssetDatabase.EchoInfo = false;
// Set the asset manager to ignore any auto-unload assets.
// This cases assets to stay in memory unless assets are purged.
AssetDatabase.IgnoreAutoUnload = true;
// Scan modules.
ModuleDatabase.scanModules( "modules" );
// Load AppCore module.
ModuleDatabase.LoadExplicit( "AppCore" );
//-----------------------------------------------------------------------------
function onExit()
{
// Unload the AppCore module.
ModuleDatabase.unloadExplicit( "AppCore" );
}