AzaezelX 1efb687867 uninitialized variables-environment and forrest 5 éve
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editors 1efb687867 uninitialized variables-environment and forrest 5 éve
VolumetricFog.cpp a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes 6 éve
VolumetricFog.h 09c651c26d Corrected profile for GameObjectAsset type field button 6 éve
VolumetricFogRTManager.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
VolumetricFogRTManager.h 27d6665d21 set volumetric fog to use the standard window-resized trigger for it's update 6 éve
basicClouds.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
basicClouds.h cb8b8b7316 Use shader data for get sampler register in CloudLayer and BasicClouds. 11 éve
cloudLayer.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
cloudLayer.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 8 éve
decalRoad.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
decalRoad.h 7dbfe6994d Engine directory for ticket #1 13 éve
meshRoad.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
meshRoad.h 1efb687867 uninitialized variables-environment and forrest 5 éve
nodeListManager.cpp 7dbfe6994d Engine directory for ticket #1 13 éve
nodeListManager.h 1efb687867 uninitialized variables-environment and forrest 5 éve
river.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
river.h 1efb687867 uninitialized variables-environment and forrest 5 éve
scatterSky.cpp c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on 6 éve
scatterSky.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 8 éve
skyBox.cpp 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 7 éve
skyBox.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 8 éve
sun.cpp 6ade6f08ce Updated Assimp 5 éve
sun.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 8 éve
timeOfDay.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 8 éve
timeOfDay.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 8 éve
waterBlock.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
waterBlock.h f4c940f4fe Added basic Walkabout with #define renamed and no editor. 11 éve
waterObject.cpp 1efb687867 uninitialized variables-environment and forrest 5 éve
waterObject.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 8 éve
waterPlane.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 8 éve
waterPlane.h f4c940f4fe Added basic Walkabout with #define renamed and no editor. 11 éve