Commit History

Author SHA1 Message Date
  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