rextimmy fd23f0d0e9 gcc/clang build fix 7 rokov pred
..
assets ae5a43de70 Asset Browser initial implementation - Asset updates. 7 rokov pred
components fd23f0d0e9 gcc/clang build fix 7 rokov pred
decal af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 rokov pred
examples 3a18819e1e Issue found by PVS Studio: 10 rokov pred
fps 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 rokov pred
fx 62500487f1 ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting. 8 rokov pred
gameBase 0c21ef1b45 Removes Entity/Component stuff from being behind an experimental flag. 8 rokov pred
physics 8f0e418e54 Fixes collision shape assignment after a PhysicsShapeData resource change signal is triggered. 8 rokov pred
sceneComponent 7dbfe6994d Engine directory for ticket #1 13 rokov pred
sfx fbfd3ed8ed clang: constructor initialization order 9 rokov pred
systems 57284507f2 Adds the Systems for the Entity-Component-Systems setup. 7 rokov pred
turret 51df59092d Assorted bug fixes 8 rokov pred
vehicles 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 rokov pred
accumulationVolume.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 rokov pred
accumulationVolume.h c6cdfafe4e cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 10 rokov pred
aiClient.cpp 2f48f31a6f Fixed String comparisons. 11 rokov pred
aiClient.h acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 11 rokov pred
aiConnection.cpp acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 11 rokov pred
aiConnection.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
aiPlayer.cpp ab88b8f489 anim-clip -- sequence selection by afx effects 8 rokov pred
aiPlayer.h ab88b8f489 anim-clip -- sequence selection by afx effects 8 rokov pred
camera.cpp 5c67c6c846 Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera 8 rokov pred
camera.h fcce9be33c obj-select -- object selection functionality 8 rokov pred
cameraSpline.cpp a0dc2adff8 suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 9 rokov pred
cameraSpline.h a0dc2adff8 suppresses a leak potentially caused by Knot::mType||Knot::mPath entries. 9 rokov pred
containerQuery.cpp a7c7b67c85 enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 8 rokov pred
containerQuery.h fbfd3ed8ed clang: constructor initialization order 9 rokov pred
convexShape.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 rokov pred
convexShape.h c6b6ffc10b For for Issue #106 Convex Shape Bandwidth 13 rokov pred
debris.cpp 706d717ef6 enhanced-particle -- Accounts for larger number of particle size keys. 8 rokov pred
debris.h f9f05f154f datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 8 rokov pred
entity.cpp 68efd8e22a Updates to component classes - 7 rokov pred
entity.h 68efd8e22a Updates to component classes - 7 rokov pred
gameFunctions.cpp 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 rokov pred
gameFunctions.h 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 rokov pred
gameTSCtrl.cpp 0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. 10 rokov pred
gameTSCtrl.h 0d6768d57b Removing stuff pertaining to demo modes and trials, as they're redundant now. 10 rokov pred
groundPlane.cpp 3219735087 meshroad-zodiacs -- MeshRoad customizations for rendering zodiacs on them. 8 rokov pred
groundPlane.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
guiMaterialPreview.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 rokov pred
guiMaterialPreview.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
guiNoMouseCtrl.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
guiObjectView.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 rokov pred
guiObjectView.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 rokov pred
item.cpp 2bd43efcb9 Fix minor errors in console function definitions 7 rokov pred
item.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 rokov pred
levelInfo.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 rokov pred
levelInfo.h 2b57bed899 level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume. 9 rokov pred
lightAnimData.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 rokov pred
lightAnimData.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 rokov pred
lightBase.cpp 19092c368a localRenderViz -- Implements per-light renderViz setting. 8 rokov pred
lightBase.h 19092c368a localRenderViz -- Implements per-light renderViz setting. 8 rokov pred
lightDescription.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 rokov pred
lightDescription.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 rokov pred
lightFlareData.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 rokov pred
lightFlareData.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 rokov pred
missionArea.cpp f3fc84738b Use fixed buffer size var when allocating return buffer from console. 11 rokov pred
missionArea.h 093252ada3 Updated logic in MissionArea::getServerObject. 13 rokov pred
missionMarker.cpp 27e2871b01 Replaced StringTable->insert("") with StringTable->EmptyString() 8 rokov pred
missionMarker.h fbc9660bc3 WaypointTeam never worked and if you look at the code you can see its not very clean. 11 rokov pred
objectTypes.h d78f5bc4e9 afxModel-type -- defines a type bit for afxModel objects. 8 rokov pred
occlusionVolume.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
occlusionVolume.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
pathCamera.cpp f44a3f27d6 Fix stack balancing problems by refactoring execution calls 10 rokov pred
pathCamera.h f44a3f27d6 Fix stack balancing problems by refactoring execution calls 10 rokov pred
physicalZone.cpp 51df59092d Assorted bug fixes 8 rokov pred
physicalZone.h a7c7b67c85 enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces. 8 rokov pred
player.cpp 25b780ccaf player-look -- modified player head and arm control 8 rokov pred
player.h 25b780ccaf player-look -- modified player head and arm control 8 rokov pred
pointLight.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 rokov pred
pointLight.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
portal.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 rokov pred
portal.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
prefab.cpp 1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children. 8 rokov pred
prefab.h 1d754cbbad Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children. 8 rokov pred
projectile.cpp c32c9557ab enhanced-projectile 8 rokov pred
projectile.h c32c9557ab enhanced-projectile 8 rokov pred
proximityMine.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 rokov pred
proximityMine.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
resource.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
rigid.cpp 691a08bb33 Backend correction for the rigid vs rigid collision resolver: 10 rokov pred
rigid.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
rigidShape.cpp 1ee127b753 more unused variable cleanups 9 rokov pred
rigidShape.h f44a3f27d6 Fix stack balancing problems by refactoring execution calls 10 rokov pred
scopeAlwaysShape.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
shapeBase.cpp 2bd43efcb9 Fix minor errors in console function definitions 7 rokov pred
shapeBase.h 8aaed004f1 Collision events 8 rokov pred
shapeCollision.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
shapeImage.cpp ce51070fc4 whitespace updates 8 rokov pred
spotLight.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 rokov pred
spotLight.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
staticShape.cpp f9f05f154f datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 8 rokov pred
staticShape.h f9f05f154f datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields. 8 rokov pred
trigger.cpp 7a3b40a86d Initial Implementation of the Taml, Asset and Modules systems. 10 rokov pred
trigger.h a1740e8a9c Made Trigger friendlier towards inheritance. 13 rokov pred
tsStatic.cpp d4c2eeea98 Selection Highlighting 8 rokov pred
tsStatic.h d4c2eeea98 Selection Highlighting 8 rokov pred
zone.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
zone.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred