Commit History

Author SHA1 Message Date
  AzaezelX 4c50270e25 fix orm vs single channel mapping 2 years ago
  AzaezelX e45b959d7d correct imageassetarrays having a singular texture profile as oposed to a type per. 3 years ago
  AzaezelX f0d919e859 sound asset conversions - materials 3 years ago
  AzaezelX bdf32f4f7b texture profile cleanups 4 years ago
  Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 years ago
  AzaezelX 4250e1d1b4 simplification of the Class::_set<slotname>Asset methods, (as well as early outting before dAtoi(index) hurt itself if index was invalid) 4 years ago
  Areloch f0068c2435 Updates macromagic to properly set up for init'ing when image assets are set in material and terrain materials 4 years ago
  AzaezelX 0c7811bd1a shift pbrconfig to ORM 4 years ago
  Areloch 8956559bfd Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code. 4 years ago
  Areloch 4ce558f042 Reworks the terrain loader code to work with the assets. 5 years ago
  Areloch 9b907e77ee Swaps some references from the windows SDK-specific FLT_MAX to T3D's F32_MAX 5 years ago
  AzaezelX 5f59ebbacc uninitialized variables-materials 5 years ago
  AzaezelX ff4b025c2c adds alphatest shadows for translucent objects 5 years ago
  Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 years ago
  Areloch 66cc6fb9d1 Removes current implement of shadow caching 5 years ago
  Areloch 27ee09e491 Merge branch 'alpha40_premul' of https://github.com/Azaezel/Torque3D into Preview4_0 5 years ago
  Areloch ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 5 years ago
  AzaezelX bd21a207ef largely based on work by @rextimmy: add premultiplied alpha 5 years ago
  Areloch 72ceede272 Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging. 5 years ago
  AzaezelX d034895e8f shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization) 5 years ago
  AzaezelX 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... 5 years ago
  AzaezelX 65cbf49c4a backend specularMap to PBRConfigMap alts. 5 years ago
  Areloch ae857faae2 Adds test shapes of Kork and SpaceOrc 6 years ago
  Areloch c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 years ago
  AzaezelX 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 years ago
  Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 7 years ago
  Areloch 5019478aad begun adding uniform hooks 7 years ago
  Areloch dc5e502dec Initial implementation of Custom Shader Features. 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
  Azaezel e475b3060b won't need that any more after this 9 years ago