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assets
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c3ac30e682
Merge pull request #2190 from Areloch/AssetCodeCleanupRoundOne
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8 年之前 |
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components
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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decal
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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 年之前 |
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examples
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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fps
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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 年之前 |
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fx
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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gameBase
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20eefee3cd
Merge branch 'development' into issue_2115
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8 年之前 |
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physics
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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sceneComponent
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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sfx
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fbfd3ed8ed
clang: constructor initialization order
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9 年之前 |
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systems
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7af5c4392f
Update meshRenderSystem.cpp
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8 年之前 |
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turret
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51df59092d
Assorted bug fixes
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8 年之前 |
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vehicles
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1c62080f7f
cleaned up member::radius
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7 年之前 |
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accumulationVolume.cpp
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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 年之前 |
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accumulationVolume.h
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c6cdfafe4e
cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.
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11 年之前 |
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aiClient.cpp
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2f48f31a6f
Fixed String comparisons.
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11 年之前 |
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aiClient.h
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 年之前 |
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aiConnection.cpp
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acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
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11 年之前 |
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aiConnection.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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aiPlayer.cpp
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ab88b8f489
anim-clip -- sequence selection by afx effects
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8 年之前 |
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aiPlayer.h
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ab88b8f489
anim-clip -- sequence selection by afx effects
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8 年之前 |
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camera.cpp
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5c67c6c846
Merge pull request #1972 from pacomont/Fix_bad_initialization_on_camera
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8 年之前 |
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camera.h
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fcce9be33c
obj-select -- object selection functionality
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8 年之前 |
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cameraSpline.cpp
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a0dc2adff8
suppresses a leak potentially caused by Knot::mType||Knot::mPath entries.
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9 年之前 |
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cameraSpline.h
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a0dc2adff8
suppresses a leak potentially caused by Knot::mType||Knot::mPath entries.
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9 年之前 |
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containerQuery.cpp
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a7c7b67c85
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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8 年之前 |
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containerQuery.h
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fbfd3ed8ed
clang: constructor initialization order
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9 年之前 |
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convexShape.cpp
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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 年之前 |
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convexShape.h
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c6b6ffc10b
For for Issue #106 Convex Shape Bandwidth
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13 年之前 |
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debris.cpp
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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debris.h
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 年之前 |
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entity.cpp
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abe4370c8a
Some code cleanup, tweak and optimizations for assets, entities and components.
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8 年之前 |
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entity.h
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abe4370c8a
Some code cleanup, tweak and optimizations for assets, entities and components.
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8 年之前 |
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gameFunctions.cpp
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 年之前 |
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gameFunctions.h
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212fc80dfc
Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.
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8 年之前 |
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gameTSCtrl.cpp
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0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
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10 年之前 |
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gameTSCtrl.h
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0d6768d57b
Removing stuff pertaining to demo modes and trials, as they're redundant now.
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10 年之前 |
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groundPlane.cpp
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b8f722e2f9
Phase 2: #ifdef for Zodiacs and particles
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8 年之前 |
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groundPlane.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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guiMaterialPreview.cpp
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1c62080f7f
cleaned up member::radius
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7 年之前 |
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guiMaterialPreview.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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guiNoMouseCtrl.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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guiObjectView.cpp
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1c62080f7f
cleaned up member::radius
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7 年之前 |
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guiObjectView.h
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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 年之前 |
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item.cpp
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76602509e3
delta to mDelta to resolve another class var vs method var confusionpoint
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7 年之前 |
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item.h
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76602509e3
delta to mDelta to resolve another class var vs method var confusionpoint
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7 年之前 |
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levelInfo.cpp
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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 年之前 |
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levelInfo.h
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2b57bed899
level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume.
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9 年之前 |
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lightAnimData.cpp
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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 年之前 |
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lightAnimData.h
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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 年之前 |
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lightBase.cpp
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19092c368a
localRenderViz -- Implements per-light renderViz setting.
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8 年之前 |
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lightBase.h
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19092c368a
localRenderViz -- Implements per-light renderViz setting.
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8 年之前 |
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lightDescription.cpp
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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 年之前 |
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lightDescription.h
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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 年之前 |
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lightFlareData.cpp
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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 年之前 |
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lightFlareData.h
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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 年之前 |
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missionArea.cpp
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f3fc84738b
Use fixed buffer size var when allocating return buffer from console.
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11 年之前 |
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missionArea.h
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093252ada3
Updated logic in MissionArea::getServerObject.
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13 年之前 |
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missionMarker.cpp
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27e2871b01
Replaced StringTable->insert("") with StringTable->EmptyString()
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9 年之前 |
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missionMarker.h
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fbc9660bc3
WaypointTeam never worked and if you look at the code you can see its not very clean.
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11 年之前 |
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objectTypes.h
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d78f5bc4e9
afxModel-type -- defines a type bit for afxModel objects.
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8 年之前 |
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occlusionVolume.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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occlusionVolume.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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pathCamera.cpp
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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11 年之前 |
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pathCamera.h
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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11 年之前 |
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physicalZone.cpp
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51df59092d
Assorted bug fixes
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8 年之前 |
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physicalZone.h
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a7c7b67c85
enhanced-physical-zone -- PhysicalZone object enhanced to allow orientation add radial forces.
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8 年之前 |
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player.cpp
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25b780ccaf
player-look -- modified player head and arm control
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8 年之前 |
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player.h
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25b780ccaf
player-look -- modified player head and arm control
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8 年之前 |
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pointLight.cpp
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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 年之前 |
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pointLight.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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portal.cpp
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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 年之前 |
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portal.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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prefab.cpp
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1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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9 年之前 |
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prefab.h
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1d754cbbad
Makes it so prefabs can correctly 'export to collada' by running the buildPolyList function on it's children.
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9 年之前 |
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projectile.cpp
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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projectile.h
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c32c9557ab
enhanced-projectile
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8 年之前 |
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proximityMine.cpp
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76602509e3
delta to mDelta to resolve another class var vs method var confusionpoint
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7 年之前 |
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proximityMine.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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resource.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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rigid.cpp
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691a08bb33
Backend correction for the rigid vs rigid collision resolver:
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10 年之前 |
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rigid.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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rigidShape.cpp
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1ee127b753
more unused variable cleanups
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9 年之前 |
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rigidShape.h
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f44a3f27d6
Fix stack balancing problems by refactoring execution calls
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11 年之前 |
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scopeAlwaysShape.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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shapeBase.cpp
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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shapeBase.h
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8aaed004f1
Collision events
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8 年之前 |
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shapeCollision.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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shapeImage.cpp
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ce51070fc4
whitespace updates
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9 年之前 |
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spotLight.cpp
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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 年之前 |
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spotLight.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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staticShape.cpp
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 年之前 |
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staticShape.h
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f9f05f154f
datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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8 年之前 |
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trigger.cpp
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7a3b40a86d
Initial Implementation of the Taml, Asset and Modules systems.
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10 年之前 |
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trigger.h
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a1740e8a9c
Made Trigger friendlier towards inheritance.
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13 年之前 |
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tsStatic.cpp
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654fc29dc2
bounds to mBounds conflict avoidance
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7 年之前 |
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tsStatic.h
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d4c2eeea98
Selection Highlighting
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8 年之前 |
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zone.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |
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zone.h
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7dbfe6994d
Engine directory for ticket #1
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13 年之前 |