Areloch 512c4515fc Updates 8 ani în urmă
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T3D 524ecdfbb8 Merge pull request #2045 from OTHGMars/PhysShapeChange 8 ani în urmă
app 5fcb90cafd kills off the last vestiges of xenon support 8 ani în urmă
assets 15f67015d3 Reordering initialization methods #1912 8 ani în urmă
cinterface ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 8 ani în urmă
collision bd4f2b002d Merge pull request #1801 from Azaezel/registerRemoval 9 ani în urmă
console 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. 8 ani în urmă
core 1f477914aa ColorI::fromLinear fix 8 ani în urmă
environment 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. 8 ani în urmă
forest 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. 8 ani în urmă
gfx 217df073b4 Merge pull request #2057 from OTHGMars/GFXFormatStrs 8 ani în urmă
gui f9b7f66571 Merge pull request #2089 from Areloch/VariableInspectorRefactor 8 ani în urmă
i18n 6419ba1e33 localization augmentations via rlranft RE: http://forums.torque3d.org/viewtopic.php?f=12&t=642&hilit=localization 9 ani în urmă
lighting 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. 8 ani în urmă
main 8862bc2f3a Pass by const reference 11 ani în urmă
materials dc5e502dec Initial implementation of Custom Shader Features. 8 ani în urmă
math 54970b0ad6 Corrects OpenGL projection matrix 8 ani în urmă
module 15f67015d3 Reordering initialization methods #1912 8 ani în urmă
navigation 83aa47da1a profiling blocks for navmesh subsystem analysis 8 ani în urmă
persistence 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 ani în urmă
platform afdf86f220 Merge pull request #2070 from Azaezel/OVRoops 8 ani în urmă
platformMac 6a1048596e but now it works 9 ani în urmă
platformPOSIX 512514df20 Call the correct system rename 9 ani în urmă
platformSDL 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 ani în urmă
platformWin32 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 ani în urmă
platformX86UNIX 7372c89dc7 Corrections suggested by timmy for both consistency, and making sure to catch all potential types. 9 ani în urmă
postFx 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 ani în urmă
renderInstance 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 ani în urmă
scene 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. 8 ani în urmă
sfx 5fcb90cafd kills off the last vestiges of xenon support 8 ani în urmă
shaderGen 512c4515fc Updates 8 ani în urmă
sim 1c2b096a72 Whitespace consistency 9 ani în urmă
sqlite d7c7847274 Mac compile fix for SQLiteObject 8 ani în urmă
terrain dc5e502dec Initial implementation of Custom Shader Features. 8 ani în urmă
testing fae1bad96c All unit tests that run now pass. 11 ani în urmă
ts debfd9b780 Sanity check to ensure detail levels shift in tandem for skinned meshes 8 ani în urmă
util 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 ani în urmă
windowManager 71d31c57fd Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling. 8 ani în urmă
.gitattributes cac5159717 Somebody broke SDL when they updated it. The new version depends on AudioToolbox, so added that as dependency in torque3d.cmake 9 ani în urmă
ggEndOfLineFix.txt 7dbfe6994d Engine directory for ticket #1 13 ani în urmă