Commitin historia

Tekijä SHA1 Viesti Päivämäärä
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 vuotta sitten
  Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 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
  AzaezelX 454192ed02 from @rextimmy new isbackground shader feature. used the same z=w trick we've done before to force things to render behind everything else. applied to fog 5 vuotta sitten
  Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 vuotta sitten
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 5 vuotta sitten
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. 6 vuotta sitten
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 6 vuotta sitten
  AzaezelX 070a9845a2 preliminary glowmap+glowmul feature augmentation math 6 vuotta sitten
  AzaezelX 0f5ba17126 needed mft_pbrconfigmap or _convifgvars and _matinfocflags set to default=true to trip the forward lit side, 6 vuotta sitten
  AzaezelX 8fac88dadc more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature 6 vuotta sitten
  AzaezelX ad216abc02 cleans up a few more spots of various variables that ammount to the "PBRConfig" in the end, as well as a MFT_isDeferred test for determining if that's stored off as a temp-val or in the gbuffer. though seem to have forgotten a catch, as it's not finding the MFT_PBRConfigMap feature and falling back to recreation come time to process MFT_ReflectionProbes 6 vuotta sitten
  AzaezelX bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... 6 vuotta sitten
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 6 vuotta sitten
  AzaezelX 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. 6 vuotta sitten
  Areloch af77444ec9 Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 6 vuotta sitten
  Areloch dd3422b5a2 Added ability to pass ints to post effect shader consts 6 vuotta sitten
  AzaezelX afa52850c3 Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork 6 vuotta sitten
  Areloch ebb51bb178 Catch the template files up and add the improved convex editor bits. 6 vuotta sitten
  Areloch af14de2bb7 Implements a Material Instance viewer to the material editor to see a feature-filtered dump of the generated shaders for a given material. 6 vuotta sitten
  Areloch 529558f671 Initial implementation of Custom Shader Features 6 vuotta sitten
  Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 vuotta sitten
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 vuotta sitten
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 vuotta sitten
  Areloch 2abdef7459 Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 6 vuotta sitten
  Tim Barnes 9a39afa0eb reflection probe updates 7 vuotta sitten
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 vuotta sitten
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 vuotta sitten
  Azaezel 33ebe34440 more gfx shadowvar cleanups 7 vuotta sitten