AzaezelX f633ef3a3d fill in the validated variables hai 9 meses
..
baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
baseMatInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
baseMaterialDefinition.h ff4b025c2c adds alphatest shadows for translucent objects %!s(int64=5) %!d(string=hai) anos
customMaterialDefinition.cpp f633ef3a3d fill in the validated variables hai 9 meses
customMaterialDefinition.h efbe5e90f5 virtuals removed hai 1 ano
customShaderBindingData.h 5f59ebbacc uninitialized variables-materials %!s(int64=5) %!d(string=hai) anos
matInstance.cpp 2b295fb7f0 rest of virtuals removed hai 1 ano
matInstance.h efbe5e90f5 virtuals removed hai 1 ano
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matStateHint.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matTextureTarget.cpp dca2dc0074 Implementation of guiRenderTargetVizCtrl %!s(int64=5) %!d(string=hai) anos
matTextureTarget.h dca2dc0074 Implementation of guiRenderTargetVizCtrl %!s(int64=5) %!d(string=hai) anos
materialDefinition.cpp f633ef3a3d fill in the validated variables hai 9 meses
materialDefinition.h f633ef3a3d fill in the validated variables hai 9 meses
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialFeatureTypes.cpp 56e4484ff6 remove glowbin as it's own render pass hai 1 ano
materialFeatureTypes.h 645f88d4af emissive to recivesShadows %!s(int64=3) %!d(string=hai) anos
materialList.cpp 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter %!s(int64=4) %!d(string=hai) anos
materialList.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialManager.cpp 1edfbcf447 fixes for reload and flush hai 1 ano
materialManager.h 1edfbcf447 fixes for reload and flush hai 1 ano
materialParameters.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 %!s(int64=8) %!d(string=hai) anos
miscShdrDat.h 3496c549b5 Hardware Skinning Support %!s(int64=9) %!d(string=hai) anos
processedCustomMaterial.cpp fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 hai 1 ano
processedCustomMaterial.h 2b295fb7f0 rest of virtuals removed hai 1 ano
processedMaterial.cpp 0458228e1c Update processedMaterial.cpp hai 1 ano
processedMaterial.h 56e4484ff6 remove glowbin as it's own render pass hai 1 ano
processedShaderMaterial.cpp 64103a58aa enum value listing hai 9 meses
processedShaderMaterial.h fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 hai 1 ano
sceneData.h 56e4484ff6 remove glowbin as it's own render pass hai 1 ano
shaderData.cpp f633ef3a3d fill in the validated variables hai 9 meses
shaderData.h efbe5e90f5 virtuals removed hai 1 ano
shaderMaterialParameters.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 %!s(int64=8) %!d(string=hai) anos
shaderMaterialParameters.h 2b295fb7f0 rest of virtuals removed hai 1 ano