AzaezelX
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516df48354
adds a built in detail map generator
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hai 8 meses |
AzaezelX
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d23ee397e6
adds wetness
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%!s(int64=2) %!d(string=hai) anos |
JeffR
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d044ae0702
Removed unneeded default irradiance and prefilter cubemaps, and their convars
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%!s(int64=3) %!d(string=hai) anos |
Lukas Aldershaab
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d3996aec84
Add texture size fields to terrain textures and improve editor performance
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%!s(int64=4) %!d(string=hai) anos |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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%!s(int64=4) %!d(string=hai) anos |
Areloch
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45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
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%!s(int64=5) %!d(string=hai) anos |
Jeff Raab
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da18eaff45
Initial implementation of separated client and server create/destroy functions for module setup
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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17cec11b97
Added refactor of Editor Settings window
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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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
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%!s(int64=8) %!d(string=hai) anos |
DavidWyand-GG
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2824bcf649
Remove hard coded paths pass 1
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%!s(int64=12) %!d(string=hai) anos |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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%!s(int64=13) %!d(string=hai) anos |