Historique des commits

Auteur SHA1 Message Date
  marauder2k7 73ad92b757 review notes from Az il y a 6 mois
  marauder2k7 6640cae0d7 Update cubemapData.cpp il y a 6 mois
  marauder2k7 15503cbf7c Update cubemapData.cpp il y a 6 mois
  marauder2k7 b2fe48ab8d more merge conflicts il y a 6 mois
  AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector il y a 2 ans
  AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per. il y a 3 ans
  AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements il y a 4 ans
  Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. il y a 4 ans
  AzaezelX 98a079a797 code duplication prune. should aid in stability il y a 4 ans
  AzaezelX b73353a446 we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. il y a 4 ans
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets il y a 4 ans
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. il y a 5 ans
  Azaezel d484a1a46e apply consistent colorspace to cubemaps il y a 7 ans
  Areloch 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. il y a 7 ans
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. il y a 7 ans
  Azaezel 8bc4858fa3 companion to #2203: corrects a couple backend profile assignment mismatches found with @rextimmys debug spew il y a 7 ans
  rextimmy a2fa9838e5 DDS cubemap support il y a 8 ans
  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 il y a 8 ans
  Azaezel 901ceb943d deprecated functionality. T3D handles this in the reflector class. il y a 11 ans
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 il y a 13 ans