提交歷史

作者 SHA1 備註 提交日期
  AzaezelX d23ee397e6 adds wetness 2 年之前
  AzaezelX ad3c961579 get probes displaying with low Texture quality 3 年之前
  AzaezelX c14c9b78c0 drop the prior requirement for a createcomposite to have a minimum of roughness and metalness. also kick it off if it's got just an ao map. 3 年之前
  JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars 3 年之前
  AzaezelX ab878eb312 report which profile usages are conflicting (was,is) 4 年之前
  Areloch c5cdba750e Fixes some minor errors on MacOS regarding compiling in clang 4 年之前
  Lukas Aldershaab d3996aec84 Add texture size fields to terrain textures and improve editor performance 4 年之前
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 年之前
  AzaezelX 0fa8e23475 adress #385 4 年之前
  AzaezelX ed260548c5 fix for empty r channel creation of composites crashing out 5 年之前
  Brian Roberts d50f1f0b81 Merge pull request #342 from lukaspj/fix/replace-dstrcmp 5 年之前
  Lukas Aldershaab 197a62f6ea Convert dStrcmp to String::compare for more cases 5 年之前
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 5 年之前
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 5 年之前
  Areloch 45d304ee31 Fixes the backend logic for setting/creating 3DTextures in D3D11 5 年之前
  Areloch 6ade6f08ce Updated Assimp 5 年之前
  Areloch e7bf49e801 Moved unneeded modules to Templates/Modules 6 年之前
  Areloch 17cec11b97 Added refactor of Editor Settings window 6 年之前
  AzaezelX 35ea209827 corrects a leak found with createcomposite 6 年之前
  Areloch cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 6 年之前
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 年之前
  Azaezel f70e11c7d7 from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates) 8 年之前
  Areloch 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
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 年之前
  rextimmy f6d624be8f Fix mipmap count and potential crash for non square textures that are allocated with GBitmap class 8 年之前
  Anis fe5bf90153 Merge pull request #1102 from Azaezel/mipmap_emission 9 年之前
  Daniel Buckmaster 86e0e67496 Merge pull request #1352 from Areloch/PVS_Cleanup_807 10 年之前
  Areloch 5c688260d5 Issue found with PVS-Studio: 10 年之前
  Areloch 2002d74b78 Issue found with PVS-Studio: 10 年之前
  Azaezel b8c750dd56 extraneous mipmap generation prune 10 年之前