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T3D
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524ecdfbb8
Merge pull request #2045 from OTHGMars/PhysShapeChange
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8 ani în urmă |
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app
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5fcb90cafd
kills off the last vestiges of xenon support
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8 ani în urmă |
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assets
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15f67015d3
Reordering initialization methods #1912
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8 ani în urmă |
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cinterface
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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 ani în urmă |
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collision
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bd4f2b002d
Merge pull request #1801 from Azaezel/registerRemoval
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9 ani în urmă |
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console
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629a25185d
Updates the VariableInspector, VariableGroup and VariableField objects to actually be useful. In addition to the original functionality of being able to have a var name passed in and search for all vars with that in it, it also lets you build out a completely custom Inspector.
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8 ani în urmă |
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core
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1f477914aa
ColorI::fromLinear fix
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8 ani în urmă |
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environment
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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 ani în urmă |
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forest
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8c807485b1
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 ani în urmă |
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gfx
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217df073b4
Merge pull request #2057 from OTHGMars/GFXFormatStrs
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8 ani în urmă |
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gui
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f9b7f66571
Merge pull request #2089 from Areloch/VariableInspectorRefactor
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8 ani în urmă |
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i18n
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6419ba1e33
localization augmentations via rlranft RE: http://forums.torque3d.org/viewtopic.php?f=12&t=642&hilit=localization
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9 ani în urmă |
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lighting
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 ani în urmă |
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main
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8862bc2f3a
Pass by const reference
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11 ani în urmă |
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materials
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dc5e502dec
Initial implementation of Custom Shader Features.
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8 ani în urmă |
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math
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54970b0ad6
Corrects OpenGL projection matrix
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8 ani în urmă |
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module
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15f67015d3
Reordering initialization methods #1912
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8 ani în urmă |
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navigation
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83aa47da1a
profiling blocks for navmesh subsystem analysis
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8 ani în urmă |
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persistence
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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 ani în urmă |
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platform
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afdf86f220
Merge pull request #2070 from Azaezel/OVRoops
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8 ani în urmă |
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platformMac
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6a1048596e
but now it works
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9 ani în urmă |
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platformPOSIX
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512514df20
Call the correct system rename
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9 ani în urmă |
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platformSDL
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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 ani în urmă |
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platformWin32
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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 ani în urmă |
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platformX86UNIX
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7372c89dc7
Corrections suggested by timmy for both consistency, and making sure to catch all potential types.
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9 ani în urmă |
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postFx
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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 ani în urmă |
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renderInstance
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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 ani în urmă |
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scene
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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 ani în urmă |
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sfx
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5fcb90cafd
kills off the last vestiges of xenon support
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8 ani în urmă |
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shaderGen
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512c4515fc
Updates
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8 ani în urmă |
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sim
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1c2b096a72
Whitespace consistency
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9 ani în urmă |
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sqlite
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d7c7847274
Mac compile fix for SQLiteObject
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8 ani în urmă |
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terrain
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dc5e502dec
Initial implementation of Custom Shader Features.
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8 ani în urmă |
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testing
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fae1bad96c
All unit tests that run now pass.
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11 ani în urmă |
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ts
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debfd9b780
Sanity check to ensure detail levels shift in tandem for skinned meshes
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8 ani în urmă |
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util
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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 ani în urmă |
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windowManager
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71d31c57fd
Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling.
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8 ani în urmă |
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.gitattributes
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cac5159717
Somebody broke SDL when they updated it. The new version depends on AudioToolbox, so added that as dependency in torque3d.cmake
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9 ani în urmă |
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ggEndOfLineFix.txt
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7dbfe6994d
Engine directory for ticket #1
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13 ani în urmă |