Commit History

Autor SHA1 Mensaxe Data
  marauder2k7 382ee60d86 Sky Sorting %!s(int64=3) %!d(string=hai) anos
  marauder2k7 bbf92846c2 Update scatterSky.cpp %!s(int64=3) %!d(string=hai) anos
  marauder2k7 1d5a36c4c0 Spheres for Skies %!s(int64=3) %!d(string=hai) anos
  JeffR 79eebdd5f3 Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it. %!s(int64=3) %!d(string=hai) anos
  AzaezelX 98a079a797 code duplication prune. should aid in stability %!s(int64=3) %!d(string=hai) anos
  AzaezelX f185bef8a3 leverage isScriptFile %!s(int64=4) %!d(string=hai) anos
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets %!s(int64=4) %!d(string=hai) anos
  AzaezelX c680471378 looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on %!s(int64=6) %!d(string=hai) anos
  chaigler cc77e6d301 Fix for ScatterSky zOffset %!s(int64=7) %!d(string=hai) anos
  Azaezel 1e65a01cf9 shadowvar cleanups for scattersky and accumulationVolume %!s(int64=7) %!d(string=hai) anos
  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 %!s(int64=8) %!d(string=hai) anos
  Areloch 4c457b7f94 Hides the light's dynamic refresh rate field to avoid confusion, leaving only the static refresh rate field to be edited. %!s(int64=8) %!d(string=hai) anos
  James Urquhart c6d2456a7c Fix lens flares in VR %!s(int64=9) %!d(string=hai) anos
  rextimmy 41e5caf22b Direct3D11 Engine/source changes %!s(int64=9) %!d(string=hai) anos
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: %!s(int64=9) %!d(string=hai) anos
  Areloch 92aa785bb2 Merge pull request #1442 from Azaezel/shadow_caching %!s(int64=9) %!d(string=hai) anos
  rextimmy af9ad17ad6 Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky. %!s(int64=9) %!d(string=hai) anos
  rextimmy 246785a8bf Removed unused vertex formats from ScatterSky %!s(int64=9) %!d(string=hai) anos
  Azaezel 2753f562e8 shadow caching %!s(int64=10) %!d(string=hai) anos
  Areloch 2002d74b78 Issue found with PVS-Studio: %!s(int64=10) %!d(string=hai) anos
  John3 50e2221a40 little typo %!s(int64=10) %!d(string=hai) anos
  Daniel Buckmaster 014b566014 Merge remote-tracking branch 'gg/development-3.6' into development %!s(int64=10) %!d(string=hai) anos
  LuisAntonRebollo 190f68b998 Fix SkatterSky flare occlusion. %!s(int64=10) %!d(string=hai) anos
  Vincent Gee 8c5d5f9f06 more spacing %!s(int64=10) %!d(string=hai) anos
  Vincent Gee e71c64e564 fixed spacing %!s(int64=10) %!d(string=hai) anos
  Vincent Gee c00bca8ba0 Z Offset for Scattersky to fix the rendering issue at high altitudes. %!s(int64=10) %!d(string=hai) anos
  Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency %!s(int64=11) %!d(string=hai) anos
  DavidWyand-GG 91e542b8ec SceneCullingState with culling and camera frustum %!s(int64=11) %!d(string=hai) anos
  cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. %!s(int64=12) %!d(string=hai) anos
  Thomas Fischer 53abbe066d added checks for valid pointers after locking %!s(int64=12) %!d(string=hai) anos