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