Commit történet

Szerző SHA1 Üzenet Dátum
  AtomicWalrus 13fec9bb80 Squashed commit of the following: 2 éve
  AzaezelX 1dd8149074 cleanups for terrain blending 2 éve
  Robert MacGregor 5d26dba7da * BugFix: Clear some MSVC compiler warnings. 4 éve
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
  Lukas Aldershaab 481e2a7230 Improve terrain rendering, handle bug with no detail 4 éve
  Lukas Aldershaab 60a10f4334 Add global blendDepth slider and update default blendDepth for mats 4 éve
  Lukas Aldershaab 1ffec9ab56 Add blend contrast slider 4 éve
  Lukas Aldershaab 3c8d07a03e Cleanup and fixes 4 éve
  Lukas Aldershaab 4f472bf402 New terrain blending 4 éve
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 éve
  Lukas Aldershaab 49a8c0ad36 Fix ORM maps in terrain textures 4 éve
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 éve
  Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 5 éve
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 éve
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 5 éve
  AzaezelX 4a88d7a4e4 adress #221 crash surpress macromap 5 éve
  AzaezelX c2e74f375a uninitialized variables-terrain 5 éve
  AzaezelX 29a8d5d36c backend support for isSRGB and invSmooth flags, general cleanup HLSL side. left GLSL alone for sxs comparrison while we work out the kinks 5 éve
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 éve
  Azaezel daef7aa128 debug spew cleanup 7 éve
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 éve
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 éve
  Azaezel 01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 7 éve
  Areloch dc5e502dec Initial implementation of Custom Shader Features. 8 éve
  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 éve
  Areloch ec3806bb0a Catches the remaining prepass to deferred changes on the engine side. 8 éve
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 éve
  RexTimmy d46f82ef1d re-enable face culling for the terrain 9 éve
  Azaezel fbfd3ed8ed clang: constructor initialization order 9 éve
  Azaezel 598fb758f3 embeds blendtotal into the low bit for the normal|depth buffer for terrains to support multi-pass blending. 9 éve