AzaezelX
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f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
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2 years ago |
AzaezelX
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ace18d0246
layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent
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2 years ago |
AzaezelX
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f07c8745b2
inspector cleanups
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2 years ago |
AzaezelX
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98a079a797
code duplication prune. should aid in stability
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3 years ago |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 years ago |
rextimmy
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5a933c00d3
Removed old fixed function code from GFX.
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4 years ago |
Areloch
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8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
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4 years ago |
Areloch
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a43233d9c9
Updated move folder behavior to better update the module and asset databases of changes
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5 years ago |
Areloch
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09c651c26d
Corrected profile for GameObjectAsset type field button
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5 years ago |
Areloch
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ba2e9f1547
Merge pull request #2342 from Azaezel/volFogFix
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6 years ago |
Azaezel
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1c62080f7f
cleaned up member::radius
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7 years ago |
Azaezel
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c98f257cae
more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency
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7 years ago |
Azaezel
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e2d27952aa
tsmesh: parentMesh and indicies to mParentMesh and mIndicies (usual deal, complaints about method vars or temp ones potentially conflicting with class vars)
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7 years ago |
Azaezel
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4fc6ce7b8b
buf clarification. mModifLightRays logic cleanup
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7 years ago |
Azaezel
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654fc29dc2
bounds to mBounds conflict avoidance
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7 years ago |
Azaezel
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d2dd2b4e1a
fix(es) for volumetric fog when dealing with dedicated servers.
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8 years ago |
Azaezel
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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 years ago |
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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8 years ago |
OTHGMars
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84c74ce326
Fixes a memory leak in the VolumetricFog object and corrects an array alloc mismatch. Once objects were being deleted on the client, the SAFE_DELETE(z_buf) needed to be removed from the destructor. This was causing a runtime crash (release only) because z_buf was still registered with the GFX device.
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8 years ago |
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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8 years ago |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 years ago |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 years ago |
Areloch
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21be97d206
Missed a few files.
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9 years ago |