AzaezelX
|
98a079a797
code duplication prune. should aid in stability
|
3 years ago |
Areloch
|
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
|
4 years ago |
Areloch
|
6ade6f08ce
Updated Assimp
|
5 years ago |
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
|
5 years ago |
Lukas Joergensen
|
76908eae3c
Eliminate DefineConsoleMethod
|
7 years ago |
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 years ago |
Areloch
|
4c457b7f94
Hides the light's dynamic refresh rate field to avoid confusion, leaving only the static refresh rate field to be edited.
|
8 years ago |
rextimmy
|
41e5caf22b
Direct3D11 Engine/source changes
|
9 years ago |
Azaezel
|
2753f562e8
shadow caching
|
9 years ago |
Vincent Gee
|
acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
|
10 years ago |
Daniel Buckmaster
|
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
|
11 years ago |
cpusci
|
4c35fd37af
Simple pass over the codebase to standardize the platform types.
|
12 years ago |
Thomas Fischer
|
53abbe066d
added checks for valid pointers after locking
|
12 years ago |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 years ago |