Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
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cameraFXMgr.cpp 7dbfe6994d Engine directory for ticket #1 před 13 roky
cameraFXMgr.h e7fb6a54de Fix: Added missing virtual destructors for classes with virtual functions. před 11 roky
explosion.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
explosion.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
fxFoliageReplicator.cpp 099dd4f1f3 Parametrize script extension, default to 'tscript' před 5 roky
fxFoliageReplicator.h 62500487f1 ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting. před 8 roky
fxShapeReplicator.cpp 099dd4f1f3 Parametrize script extension, default to 'tscript' před 5 roky
fxShapeReplicator.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 před 8 roky
groundCover.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
groundCover.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
lightning.cpp fabd5864fa uninitialized variables-t3d před 5 roky
lightning.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 před 8 roky
particle.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
particle.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
particleEmitter.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
particleEmitter.h e96624032f ribbon particle resource port před 5 roky
particleEmitterNode.cpp 88106f9032 Fixed type inference for nulls in console functions před 9 roky
particleEmitterNode.h 7dbfe6994d Engine directory for ticket #1 před 13 roky
precipitation.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
precipitation.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
ribbon.cpp fabd5864fa uninitialized variables-t3d před 5 roky
ribbon.h 96169bc151 ribbon classvar cleanup před 7 roky
ribbonNode.cpp 88106f9032 Fixed type inference for nulls in console functions před 9 roky
ribbonNode.h fabd5864fa uninitialized variables-t3d před 5 roky
splash.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
splash.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets před 4 roky
windEmitter.cpp 01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. před 8 roky
windEmitter.h 7dbfe6994d Engine directory for ticket #1 před 13 roky