Areloch 62fabf6894 From @rextimmy was missing the stateblock handling for the Transparency mode Sub %!s(int64=6) %!d(string=hai) anos
..
baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
baseMatInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
baseMaterialDefinition.h 2753f562e8 shadow caching %!s(int64=10) %!d(string=hai) anos
customMaterialDefinition.cpp 6d5571e233 Fix preprocessor directive %!s(int64=11) %!d(string=hai) anos
customMaterialDefinition.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
customShaderBindingData.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
matInstance.cpp 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
matInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matStateHint.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
matTextureTarget.cpp 15f67015d3 Reordering initialization methods #1912 %!s(int64=8) %!d(string=hai) anos
matTextureTarget.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialDefinition.cpp 22249bf4d4 WIP of updating terrain editor to work with assets %!s(int64=6) %!d(string=hai) anos
materialDefinition.h ae857faae2 Adds test shapes of Kork and SpaceOrc %!s(int64=6) %!d(string=hai) anos
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialFeatureTypes.cpp 57ee1882fa strip out unused pixspecular to cut down on sources of confusion %!s(int64=6) %!d(string=hai) anos
materialFeatureTypes.h 57ee1882fa strip out unused pixspecular to cut down on sources of confusion %!s(int64=6) %!d(string=hai) anos
materialList.cpp a64a2c9793 remap-txr-tags -- runtime reassignment of texture tag names. (Useful for splitting up tags with the same name in order to map different materials to them.) %!s(int64=8) %!d(string=hai) anos
materialList.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
materialManager.cpp 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
materialManager.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
materialParameters.h 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 %!s(int64=8) %!d(string=hai) anos
miscShdrDat.h 3496c549b5 Hardware Skinning Support %!s(int64=9) %!d(string=hai) anos
processedCustomMaterial.cpp dd3422b5a2 Added ability to pass ints to post effect shader consts %!s(int64=6) %!d(string=hai) anos
processedCustomMaterial.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
processedFFMaterial.cpp 57ee1882fa strip out unused pixspecular to cut down on sources of confusion %!s(int64=6) %!d(string=hai) anos
processedFFMaterial.h 529558f671 Initial implementation of Custom Shader Features %!s(int64=6) %!d(string=hai) anos
processedMaterial.cpp 62fabf6894 From @rextimmy was missing the stateblock handling for the Transparency mode Sub %!s(int64=6) %!d(string=hai) anos
processedMaterial.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
processedShaderMaterial.cpp 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. %!s(int64=6) %!d(string=hai) anos
processedShaderMaterial.h 022b87cac2 from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces. %!s(int64=6) %!d(string=hai) anos
sceneData.h c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development %!s(int64=6) %!d(string=hai) anos
shaderData.cpp 02541ab1f9 shader hooks and gen cleanups %!s(int64=7) %!d(string=hai) anos
shaderData.h 79e158d528 Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. %!s(int64=11) %!d(string=hai) anos
shaderMaterialParameters.cpp 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 %!s(int64=8) %!d(string=hai) anos
shaderMaterialParameters.h 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 %!s(int64=8) %!d(string=hai) anos