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 il y a 8 ans
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assets 6cc7bcd2e0 Merge pull request #1805 from Azaezel/startRightEndRight il y a 9 ans
components 0ec9438429 The default configuration is for the asset database to automatically unload an asset when it's no longer referenced. This causes problems when we would delete objects and then go to make more instances that reference the same asset while the same mission is going. il y a 9 ans
decal af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. il y a 8 ans
examples 3a18819e1e Issue found by PVS Studio: il y a 10 ans
fps 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 il y a 8 ans
fx 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 il y a 8 ans
gameBase e8aff85322 Merge pull request #1808 from Azaezel/consistentCallbacks1 il y a 9 ans
physics ce51070fc4 whitespace updates il y a 9 ans
sceneComponent 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
sfx fbfd3ed8ed clang: constructor initialization order il y a 9 ans
turret f2733d79f8 Merge branch 'development' into AITurretClearIgnoreList il y a 8 ans
vehicles 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 il y a 8 ans
accumulationVolume.cpp 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 il y a 8 ans
accumulationVolume.h 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. il y a 11 ans
aiClient.cpp 2f48f31a6f Fixed String comparisons. il y a 11 ans
aiClient.h acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. il y a 11 ans
aiConnection.cpp acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. il y a 11 ans
aiConnection.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
aiPlayer.cpp eed9c1c511 Merge branch 'development' of github.com:GarageGames/Torque3D il y a 9 ans
aiPlayer.h ef3162616b Removes an extraneous Namespace usage on a function declaration that could cause compiler errors. il y a 9 ans
camera.cpp 5c67c6c846 Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera il y a 8 ans
camera.h ba91478fad Baseline working openvr code il y a 9 ans
cameraSpline.cpp a0dc2adff8 suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. il y a 9 ans
cameraSpline.h a0dc2adff8 suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. il y a 9 ans
containerQuery.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
containerQuery.h fbfd3ed8ed clang: constructor initialization order il y a 9 ans
convexShape.cpp 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 il y a 8 ans
convexShape.h c6b6ffc10b For for Issue #106 Convex Shape Bandwidth il y a 13 ans
debris.cpp 1ee127b753 more unused variable cleanups il y a 9 ans
debris.h 0e896a9a02 clang: unsigned>0 checks il y a 9 ans
entity.cpp 89672ea0ab Hooks the component fields back into the inspector so they are registered as proper fields of their types, as opposed to the regular string-only dynamic fields. il y a 9 ans
entity.h 510b726f6f Final Linux compliance changes(renames, tweaks for gcc compliance, etc) il y a 9 ans
gameFunctions.cpp f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. il y a 9 ans
gameFunctions.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
gameTSCtrl.cpp 0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. il y a 10 ans
gameTSCtrl.h 0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. il y a 10 ans
groundPlane.cpp ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. il y a 8 ans
groundPlane.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
guiMaterialPreview.cpp 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 il y a 8 ans
guiMaterialPreview.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
guiNoMouseCtrl.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
guiObjectView.cpp 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 il y a 8 ans
guiObjectView.h 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 il y a 8 ans
item.cpp cd3b080526 Item Mounting il y a 9 ans
item.h 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 il y a 8 ans
levelInfo.cpp 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 il y a 8 ans
levelInfo.h 2b57bed899 level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume. il y a 9 ans
lightAnimData.cpp 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 il y a 8 ans
lightAnimData.h 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 il y a 8 ans
lightBase.cpp 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 il y a 8 ans
lightBase.h 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 il y a 8 ans
lightDescription.cpp 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 il y a 8 ans
lightDescription.h 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 il y a 8 ans
lightFlareData.cpp 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 il y a 8 ans
lightFlareData.h 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 il y a 8 ans
missionArea.cpp f3fc84738b Use fixed buffer size var when allocating return buffer from console. il y a 11 ans
missionArea.h 093252ada3 Updated logic in MissionArea::getServerObject. il y a 13 ans
missionMarker.cpp 27e2871b01 Replaced StringTable->insert("") with StringTable->EmptyString() il y a 9 ans
missionMarker.h fbc9660bc3 WaypointTeam never worked and if you look at the code you can see its not very clean. il y a 11 ans
objectTypes.h 121d65215e Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang. il y a 9 ans
occlusionVolume.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
occlusionVolume.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
pathCamera.cpp f44a3f27d6 Fix stack balancing problems by refactoring execution calls il y a 11 ans
pathCamera.h f44a3f27d6 Fix stack balancing problems by refactoring execution calls il y a 11 ans
physicalZone.cpp 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 il y a 8 ans
physicalZone.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
player.cpp 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 il y a 8 ans
player.h 269b195355 Merge pull request #1804 from Azaezel/greatestZero il y a 9 ans
pointLight.cpp 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 il y a 8 ans
pointLight.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
portal.cpp 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 il y a 8 ans
portal.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
prefab.cpp 1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children. il y a 9 ans
prefab.h 1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children. il y a 9 ans
projectile.cpp fbfd3ed8ed clang: constructor initialization order il y a 9 ans
projectile.h 7a8f46b19f Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx il y a 12 ans
proximityMine.cpp 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 il y a 8 ans
proximityMine.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
resource.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
rigid.cpp 691a08bb33 Backend correction for the rigid vs rigid collision resolver: il y a 10 ans
rigid.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
rigidShape.cpp 1ee127b753 more unused variable cleanups il y a 9 ans
rigidShape.h f44a3f27d6 Fix stack balancing problems by refactoring execution calls il y a 11 ans
scopeAlwaysShape.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
shapeBase.cpp 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 il y a 8 ans
shapeBase.h 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 il y a 8 ans
shapeCollision.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
shapeImage.cpp ce51070fc4 whitespace updates il y a 9 ans
spotLight.cpp 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 il y a 8 ans
spotLight.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
staticShape.cpp dc73228ccf fixed a typo from upstream il y a 9 ans
staticShape.h 5f5466d90d clang: consistent callbacks il y a 9 ans
trigger.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. il y a 10 ans
trigger.h a1740e8a9c Made Trigger friendlier towards inheritance. il y a 13 ans
tsStatic.cpp 45ae5e71cb fixed lots of tabs and space il y a 9 ans
tsStatic.cpp.orig 07c925bd78 Merge remote-tracking branch 'garagegames/development' il y a 9 ans
tsStatic.h 1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children. il y a 9 ans
zone.cpp 7dbfe6994d Engine directory for ticket #1 il y a 13 ans
zone.h 7dbfe6994d Engine directory for ticket #1 il y a 13 ans