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Pembuat SHA1 Pesan Tanggal
  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 tahun lalu
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 tahun lalu
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. 4 tahun lalu
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 tahun lalu
  Areloch ab9fc302fc Added D3D error code interpreter 6 tahun lalu
  Tim Barnes ab10cc0c87 timmy merge work 6 tahun lalu
  Areloch 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 7 tahun lalu
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 tahun lalu
  Azaezel 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. 8 tahun lalu
  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 tahun lalu
  James Urquhart 212ac36cc1 Tidy up indentation in openvr changes 9 tahun lalu
  James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. 9 tahun lalu
  James Urquhart ba91478fad Baseline working openvr code 9 tahun lalu
  Areloch 908be4818f Merge pull request #1519 from Azaezel/deferredShading 9 tahun lalu
  Dušan Jocić 28d303c5ea Added immutable vertex and index buffers. 9 tahun lalu
  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 tahun lalu
  Areloch 11398bb04e Issue found with PVS-Studio: 10 tahun lalu
  James Urquhart efc47ed757 Basic fix for stereo rendering without a display device 10 tahun lalu
  James Urquhart 3a457749ec Oculus VR DK2 Support 10 tahun lalu
  LuisAntonRebollo 60f4d4f282 Merge pull request #926 from BeamNG/primbuild_for_non_ffp 11 tahun lalu
  LuisAntonRebollo 03ffa1ddd3 Merge pull request #925 from BeamNG/shaderdata_samplernames 11 tahun lalu
  LuisAntonRebollo 1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders 11 tahun lalu
  LuisAntonRebollo fa1b2d87b1 Fix PrimBuild with non Fixed Function Pipeline. 11 tahun lalu
  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 tahun lalu
  Azaezel 4f3be25699 prevents an infinite while loop by putting a cap of 4MS on occlusion queries. 11 tahun lalu
  LuisAntonRebollo 33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines. 11 tahun lalu
  DavidWyand-GG 39ab93636c Update ReflectionManager on Scene Field Change 12 tahun lalu
  DavidWyand-GG 15673810c6 Expand PostFX Viewport Options 12 tahun lalu
  DavidWyand-GG b32e7688c2 Side by side rendering 12 tahun lalu
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 tahun lalu