提交歷史

作者 SHA1 備註 提交日期
  AzaezelX 98a079a797 code duplication prune. should aid in stability 4 年之前
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 年之前
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
  Areloch 25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 8 年之前
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 年之前
  Azaezel fbfd3ed8ed clang: constructor initialization order 9 年之前
  Azaezel e0e1cbb3be force a volume refresh on levelinfo AccuTexture change 9 年之前
  Azaezel 2237a13679 memleak fix 9 年之前
  Azaezel 2b57bed899 level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume. 9 年之前
  Daniel Buckmaster a928d142f7 Made some tweaks so I'm happy with it. 11 年之前
  Vincent Gee 578c4e8f4f Removed Tabs, added check on connection 11 年之前
  Vincent Gee 55bdfe5dc3 This adds limiting the ghost data to a specific area around the client. 11 年之前
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 年之前