Commit History

Author SHA1 Message Date
  Areloch ebb51bb178 Catch the template files up and add the improved convex editor bits. 6 years ago
  Areloch 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 years ago
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 years ago
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 years ago
  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 years ago
  Tim Barnes 9a39afa0eb reflection probe updates 7 years ago
  Areloch b19a4b22c8 Implementation of reflection and skylight probes. 7 years ago
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 years ago
  Azaezel 33ebe34440 more gfx shadowvar cleanups 7 years ago
  Areloch 39f86d8c30 asdasd 8 years ago
  Areloch 9a5700addc Handler binding on a scene level working 8 years ago
  Areloch 7219899287 Working on shader const binding 8 years ago
  Areloch 70c154c7d3 Implement of the shader consts binding. 8 years ago
  Areloch dc5e502dec Initial implementation of Custom Shader Features. 8 years ago
  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 years ago
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 years ago
  Anis 5d38357785 Merge pull request #1636 from Azaezel/TranslucentTargetTweak 9 years ago
  James Urquhart 3496c549b5 Hardware Skinning Support 10 years ago
  Azaezel 702e63cb0c puts forward-lit #targetname assignment of faux diffuse maps back 9 years ago
  Azaezel 00cc949011 reimplements a form of subsurface scattering 9 years ago
  Areloch 6a40b8bb84 Merge pull request #1559 from rextimmy/dx11_clean 9 years ago
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 years ago
  Azaezel ed264e4e12 from @rextimmy automatically adds a sky feature to skies. (render sorting and orientation. previously required setting in script.) 9 years ago
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 9 years ago
  Areloch 95ab3a33a5 Merge pull request #719 from rextimmy/dxtnm-parallax-fix 10 years ago
  Azaezel c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 10 years ago
  LuisAntonRebollo 03ffa1ddd3 Merge pull request #925 from BeamNG/shaderdata_samplernames 11 years ago
  LuisAntonRebollo 1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders 11 years ago
  LuisAntonRebollo 1ac8fab884 Changes for get necesary sampler names for OpenGL shaders. 11 years ago
  rextimmy 3c56bf3a56 Fix to allow parallax mapping with dxtnm textures via the red channel. 11 years ago