Areloch
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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
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8 anni fa |
Areloch
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ed14b6fced
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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8 anni fa |
Thomas "elfprince13" Dickerson
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27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
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8 anni fa |
Areloch
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e06018aeea
Properly initiates the max number of drops per batch to avoid possible corruption issues.
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9 anni fa |
Azaezel
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2723bfbc91
corrects corruption in precipitation class
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9 anni fa |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 anni fa |
Daniel Buckmaster
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9217dfa4bd
Stop precipitation from processing ticks when it's hidden.
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10 anni fa |
Daniel Buckmaster
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9396ae7176
Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod
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10 anni fa |
LuisAntonRebollo
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1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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11 anni fa |
Vincent Gee
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 anni fa |
LuisAntonRebollo
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a3bdaf128f
Fix memory corruption on Precipitation::destroySplash.
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11 anni fa |
LuisAntonRebollo
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33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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11 anni fa |
Thomas Fischer
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53abbe066d
added checks for valid pointers after locking
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12 anni fa |
thecelloman
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b4ea1123dc
Remove Interior Object format (DIF)
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12 anni fa |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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13 anni fa |