Commit History

Author SHA1 Message Date
  AzaezelX 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 2 years ago
  AzaezelX ace18d0246 layout consistency pass pt 2 -place shapebase inheriting initpersistfields up top so the child layout appends to the parent 2 years ago
  AzaezelX f07c8745b2 inspector cleanups 2 years ago
  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
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. 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 a43233d9c9 Updated move folder behavior to better update the module and asset databases of changes 5 years ago
  Areloch 09c651c26d Corrected profile for GameObjectAsset type field button 5 years ago
  Areloch ba2e9f1547 Merge pull request #2342 from Azaezel/volFogFix 6 years ago
  Azaezel 1c62080f7f cleaned up member::radius 7 years ago
  Azaezel c98f257cae more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency 7 years ago
  Azaezel e2d27952aa tsmesh: parentMesh and indicies to mParentMesh and mIndicies (usual deal, complaints about method vars or temp ones potentially conflicting with class vars) 7 years ago
  Azaezel 4fc6ce7b8b buf clarification. mModifLightRays logic cleanup 7 years ago
  Azaezel 654fc29dc2 bounds to mBounds conflict avoidance 7 years ago
  Azaezel d2dd2b4e1a fix(es) for volumetric fog when dealing with dedicated servers. 8 years ago
  Azaezel 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. 8 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
  OTHGMars 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. 8 years ago
  Areloch af8fbf0e3a Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred. 8 years ago
  James Urquhart 3496c549b5 Hardware Skinning Support 10 years ago
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 years ago
  Areloch 21be97d206 Missed a few files. 9 years ago