Historie revizí

Autor SHA1 Zpráva Datum
  Azaezel 1c62080f7f cleaned up member::radius před 7 roky
  Azaezel c98f257cae more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency před 7 roky
  Azaezel e2d27952aa tsmesh: parentMesh and indicies to mParentMesh and mIndicies (usual deal, complaints about method vars or temp ones potentially conflicting with class vars) před 7 roky
  Azaezel 4fc6ce7b8b buf clarification. mModifLightRays logic cleanup před 7 roky
  Azaezel 654fc29dc2 bounds to mBounds conflict avoidance před 7 roky
  Azaezel 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. před 8 roky
  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 před 8 roky
  OTHGMars 84c74ce326 Fixes a memory leak in the VolumetricFog object and corrects an array alloc mismatch. Once objects were being deleted on the client, the SAFE_DELETE(z_buf) needed to be removed from the destructor. This was causing a runtime crash (release only) because z_buf was still registered with the GFX device. před 8 roky
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. před 8 roky
  James Urquhart 3496c549b5 Hardware Skinning Support před 11 roky
  rextimmy 41e5caf22b Direct3D11 Engine/source changes před 9 roky
  Areloch 21be97d206 Missed a few files. před 10 roky