Commit történet

Szerző SHA1 Üzenet Dátum
  Areloch cd82186231 Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select 3 éve
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 éve
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. 4 éve
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 éve
  Areloch ab9fc302fc Added D3D error code interpreter 6 éve
  Tim Barnes ab10cc0c87 timmy merge work 6 éve
  Areloch 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 7 éve
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 éve
  Azaezel 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. 8 éve
  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 éve
  James Urquhart 212ac36cc1 Tidy up indentation in openvr changes 9 éve
  James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. 9 éve
  James Urquhart ba91478fad Baseline working openvr code 9 éve
  Areloch 908be4818f Merge pull request #1519 from Azaezel/deferredShading 9 éve
  Dušan Jocić 28d303c5ea Added immutable vertex and index buffers. 9 éve
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 9 éve
  Areloch 11398bb04e Issue found with PVS-Studio: 10 éve
  James Urquhart efc47ed757 Basic fix for stereo rendering without a display device 10 éve
  James Urquhart 3a457749ec Oculus VR DK2 Support 10 éve
  LuisAntonRebollo 60f4d4f282 Merge pull request #926 from BeamNG/primbuild_for_non_ffp 11 éve
  LuisAntonRebollo 03ffa1ddd3 Merge pull request #925 from BeamNG/shaderdata_samplernames 11 éve
  LuisAntonRebollo 1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders 11 éve
  LuisAntonRebollo fa1b2d87b1 Fix PrimBuild with non Fixed Function Pipeline. 11 éve
  LuisAntonRebollo 79e158d528 Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. 11 éve
  Azaezel 4f3be25699 prevents an infinite while loop by putting a cap of 4MS on occlusion queries. 11 éve
  LuisAntonRebollo 33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines. 11 éve
  DavidWyand-GG 39ab93636c Update ReflectionManager on Scene Field Change 12 éve
  DavidWyand-GG 15673810c6 Expand PostFX Viewport Options 12 éve
  DavidWyand-GG b32e7688c2 Side by side rendering 12 éve
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 éve