AzaezelX
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98a079a797
code duplication prune. should aid in stability
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3 年之前 |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 年之前 |
rextimmy
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5a933c00d3
Removed old fixed function code from GFX.
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4 年之前 |
Areloch
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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4 年之前 |
Areloch
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a43233d9c9
Updated move folder behavior to better update the module and asset databases of changes
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5 年之前 |
Areloch
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09c651c26d
Corrected profile for GameObjectAsset type field button
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5 年之前 |
Areloch
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ba2e9f1547
Merge pull request #2342 from Azaezel/volFogFix
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6 年之前 |
Azaezel
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1c62080f7f
cleaned up member::radius
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7 年之前 |
Azaezel
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c98f257cae
more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency
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7 年之前 |
Azaezel
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e2d27952aa
tsmesh: parentMesh and indicies to mParentMesh and mIndicies (usual deal, complaints about method vars or temp ones potentially conflicting with class vars)
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7 年之前 |
Azaezel
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4fc6ce7b8b
buf clarification. mModifLightRays logic cleanup
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7 年之前 |
Azaezel
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
Azaezel
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d2dd2b4e1a
fix(es) for volumetric fog when dealing with dedicated servers.
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8 年之前 |
Azaezel
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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 年之前 |
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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8 年之前 |
OTHGMars
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84c74ce326
Fixes a memory leak in the VolumetricFog object and corrects an array alloc mismatch. Once objects were being deleted on the client, the SAFE_DELETE(z_buf) needed to be removed from the destructor. This was causing a runtime crash (release only) because z_buf was still registered with the GFX device.
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8 年之前 |
Areloch
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af8fbf0e3a
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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8 年之前 |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 年之前 |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 年之前 |
Areloch
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21be97d206
Missed a few files.
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9 年之前 |