Commitin historia

Tekijä SHA1 Viesti Päivämäärä
  AzaezelX ab878eb312 report which profile usages are conflicting (was,is) 4 vuotta sitten
  Areloch c5cdba750e Fixes some minor errors on MacOS regarding compiling in clang 4 vuotta sitten
  Lukas Aldershaab d3996aec84 Add texture size fields to terrain textures and improve editor performance 4 vuotta sitten
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 vuotta sitten
  AzaezelX 0fa8e23475 adress #385 4 vuotta sitten
  AzaezelX ed260548c5 fix for empty r channel creation of composites crashing out 5 vuotta sitten
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 vuotta sitten
  Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 5 vuotta sitten
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 vuotta sitten
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 5 vuotta sitten
  Areloch 45d304ee31 Fixes the backend logic for setting/creating 3DTextures in D3D11 5 vuotta sitten
  Areloch 6ade6f08ce Updated Assimp 5 vuotta sitten
  Areloch e7bf49e801 Moved unneeded modules to Templates/Modules 6 vuotta sitten
  Areloch 17cec11b97 Added refactor of Editor Settings window 6 vuotta sitten
  AzaezelX 35ea209827 corrects a leak found with createcomposite 6 vuotta sitten
  Areloch cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 6 vuotta sitten
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 vuotta sitten
  Azaezel f70e11c7d7 from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates) 8 vuotta sitten
  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 vuotta sitten
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 vuotta sitten
  rextimmy f6d624be8f Fix mipmap count and potential crash for non square textures that are allocated with GBitmap class 8 vuotta sitten
  Anis fe5bf90153 Merge pull request #1102 from Azaezel/mipmap_emission 9 vuotta sitten
  Daniel Buckmaster 86e0e67496 Merge pull request #1352 from Areloch/PVS_Cleanup_807 10 vuotta sitten
  Areloch 5c688260d5 Issue found with PVS-Studio: 10 vuotta sitten
  Areloch 2002d74b78 Issue found with PVS-Studio: 10 vuotta sitten
  Azaezel b8c750dd56 extraneous mipmap generation prune 10 vuotta sitten
  Daniel Buckmaster 1702573b78 Merge pull request #612 from GarageGames/platform-type-consistency 11 vuotta sitten
  LuisAntonRebollo 7f46383eb5 Rename enum GFXTextureProfile::None for avoid conficts on Linux. 11 vuotta sitten
  Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency 11 vuotta sitten
  cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 12 vuotta sitten