Commit History

作者 SHA1 備註 提交日期
  AzaezelX 98a079a797 code duplication prune. should aid in stability 3 年之前
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 年之前
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. 4 年之前
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 4 年之前
  Areloch a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes 5 年之前
  Areloch 09c651c26d Corrected profile for GameObjectAsset type field button 5 年之前
  Areloch ba2e9f1547 Merge pull request #2342 from Azaezel/volFogFix 6 年之前
  Azaezel 1c62080f7f cleaned up member::radius 7 年之前
  Azaezel c98f257cae more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency 7 年之前
  Azaezel e2d27952aa tsmesh: parentMesh and indicies to mParentMesh and mIndicies (usual deal, complaints about method vars or temp ones potentially conflicting with class vars) 7 年之前
  Azaezel 4fc6ce7b8b buf clarification. mModifLightRays logic cleanup 7 年之前
  Azaezel 654fc29dc2 bounds to mBounds conflict avoidance 7 年之前
  Azaezel d2dd2b4e1a fix(es) for volumetric fog when dealing with dedicated servers. 8 年之前
  Azaezel 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. 8 年之前
  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 年之前
  OTHGMars 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. 8 年之前
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 年之前
  James Urquhart 3496c549b5 Hardware Skinning Support 10 年之前
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 年之前
  Areloch 21be97d206 Missed a few files. 9 年之前