Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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%!s(int64=4) %!d(string=hai) anos |
Lukas Aldershaab
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099dd4f1f3
Parametrize script extension, default to 'tscript'
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AzaezelX
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0c7811bd1a
shift pbrconfig to ORM
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AzaezelX
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1e66b118b6
more prepass cleanup, plus skip out early on _determinefeatures for deferred if we're translucent
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AzaezelX
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f829303ded
cleanup singlechannel glowmask leftovers (we use a full rgb map now)
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AzaezelX
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8aa03a4ac9
uninitialized variables-renderinstance
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AzaezelX
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63a4d69a33
clip out eroneous test casuing issues with MFT_SubSurface
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AzaezelX
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d034895e8f
shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)
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%!s(int64=5) %!d(string=hai) anos |
AzaezelX
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8fac88dadc
more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature
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AzaezelX
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bfccfca0ce
more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
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AzaezelX
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65cbf49c4a
backend specularMap to PBRConfigMap alts.
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Areloch
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3697737498
Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development
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Areloch
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c283295f22
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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AzaezelX
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57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
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Tim Barnes
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9e65e940d0
lighting single buffer
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Azaezel
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86e5fe2adf
removed redundant cleartarget, added clearcolorattachment 4, tagged gbuffer slots
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Azaezel
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8fadf880a3
Merge branch 'PBR_Bins_Reordered' of https://github.com/Areloch/Torque3D into PBR_PR
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Areloch
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e72f04648a
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
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%!s(int64=6) %!d(string=hai) anos |
Tim Barnes
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ad4c115e00
clear gbuffer from code and not from a shader
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Areloch
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b19a4b22c8
Implementation of reflection and skylight probes.
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Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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Areloch
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39f86d8c30
asdasd
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Areloch
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9a5700addc
Handler binding on a scene level working
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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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Areloch
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adb875cb54
Conflict resolution with devhead.
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Areloch
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75580a1126
Merge pull request #2009 from Areloch/Prepass_Deferred_Remainder
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Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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Areloch
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a345c47f92
Fixes a redundant flag test
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Areloch
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ec3806bb0a
Catches the remaining prepass to deferred changes on the engine side.
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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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%!s(int64=8) %!d(string=hai) anos |