Commit History

Autor SHA1 Mensaxe Data
  marauder2k7 efbe5e90f5 virtuals removed hai 1 ano
  AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following: hai 1 ano
  Areloch ded99cd8cb * Fixes handling for Image, Material and Shape Assets' inspector fields so they properly work with non-object targeted inspectors, such as the PostFXEditor %!s(int64=3) %!d(string=hai) anos
  JeffR cf8659735b Adjusts handling so if a file being processed for importing is not actually imported as a new, successful asset it does not return an id, allowing tooling to only worry about actual new assets. %!s(int64=3) %!d(string=hai) anos
  Areloch adec6e7c74 Adds load status to MaterialAsset for if the Script file itself has been loaded, but the material itself hasn't yet been processed. %!s(int64=4) %!d(string=hai) anos
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets %!s(int64=4) %!d(string=hai) anos
  Lukas Aldershaab db496fa0c4 Make terrain texture settings global, add dialog to painter %!s(int64=4) %!d(string=hai) anos
  Lukas Aldershaab d3996aec84 Add texture size fields to terrain textures and improve editor performance %!s(int64=4) %!d(string=hai) anos
  Lukas Aldershaab 3c8d07a03e Cleanup and fixes %!s(int64=4) %!d(string=hai) anos
  Lukas Aldershaab 4f472bf402 New terrain blending %!s(int64=4) %!d(string=hai) anos
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render %!s(int64=4) %!d(string=hai) anos
  AzaezelX 411cd009f4 fix terrain compilation %!s(int64=5) %!d(string=hai) anos
  Areloch 40dd926873 Adds function for sceneObjects to report utilized assets %!s(int64=5) %!d(string=hai) anos
  Areloch 22249bf4d4 WIP of updating terrain editor to work with assets %!s(int64=6) %!d(string=hai) anos
  Marc Chapman 00e3eb6ba8 terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain. %!s(int64=8) %!d(string=hai) anos
  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 %!s(int64=8) %!d(string=hai) anos
  Areloch 11398bb04e Issue found with PVS-Studio: %!s(int64=10) %!d(string=hai) anos
  Lukas Joergensen ef11b565bf Expose new formats to the editor. %!s(int64=11) %!d(string=hai) anos
  LukasPJ 431d8a9b66 Terrain baseTex support multiple formats %!s(int64=11) %!d(string=hai) anos
  Daniel Buckmaster 6ff1db6c0c Made the flipped y-axis on terrain import optional. %!s(int64=12) %!d(string=hai) anos
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos