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