Areloch
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0801a3cca8
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
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Areloch
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19dcfde60f
Merge pull request #1984 from FooBarbarians/fix-1912
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Masquara
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970dd5c477
Reordering initialization methods #1912
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Areloch
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1bfdb41694
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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Azaezel
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fbfd3ed8ed
clang: constructor initialization order
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rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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Azaezel
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b6bd8c863c
removes StaticObjectType flag from water objects.
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rextimmy
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9c6ff1775b
Removed unused vertex colors from GFXWaterVertex
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LuisAntonRebollo
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7453610563
Fix persistent underwater effect.
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LuisAntonRebollo
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1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Daniel Buckmaster
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b507dc9555
Merge branch 'master' into console-func-refactor
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Areloch
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eeb97ffa4c
Merge pull request #616 from BeamNG/water_object_use_shader_param
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LuisAntonRebollo
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ada24b3d8c
Fix WaterObject loose reflection bug.
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LuisAntonRebollo
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3995b974ed
Fix WaterObject TODO: Retrieve sampler numbers from parameter handles, see r22631.
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LuisAntonRebollo
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33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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DavidWyand-GG
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2824bcf649
Remove hard coded paths pass 1
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James Urquhart
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38c8e52c1d
Beginnings of the "pass everything using a native type wrapper" console code.
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DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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