| .. |
|
editors
|
9bf8337e4a
Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.
|
%!s(int64=6) %!d(string=hai) anos |
|
VolumetricFog.cpp
|
a43233d9c9
Updated move folder behavior to better update the module and asset databases of changes
|
%!s(int64=6) %!d(string=hai) anos |
|
VolumetricFog.h
|
09c651c26d
Corrected profile for GameObjectAsset type field button
|
%!s(int64=6) %!d(string=hai) anos |
|
VolumetricFogRTManager.cpp
|
27d6665d21
set volumetric fog to use the standard window-resized trigger for it's update
|
%!s(int64=6) %!d(string=hai) anos |
|
VolumetricFogRTManager.h
|
27d6665d21
set volumetric fog to use the standard window-resized trigger for it's update
|
%!s(int64=6) %!d(string=hai) anos |
|
basicClouds.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 |
|
basicClouds.h
|
cb8b8b7316
Use shader data for get sampler register in CloudLayer and BasicClouds.
|
%!s(int64=11) %!d(string=hai) anos |
|
cloudLayer.cpp
|
89989e08dd
Fixes artifacts in Cloud Layer.
|
%!s(int64=6) %!d(string=hai) anos |
|
cloudLayer.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 |
|
decalRoad.cpp
|
1b548e5304
cleanups for decal and mesh road, and the meshroad and river editors
|
%!s(int64=7) %!d(string=hai) anos |
|
decalRoad.h
|
7dbfe6994d
Engine directory for ticket #1
|
%!s(int64=13) %!d(string=hai) anos |
|
meshRoad.cpp
|
1b548e5304
cleanups for decal and mesh road, and the meshroad and river editors
|
%!s(int64=7) %!d(string=hai) anos |
|
meshRoad.h
|
3219735087
meshroad-zodiacs -- MeshRoad customizations for rendering zodiacs on them.
|
%!s(int64=8) %!d(string=hai) anos |
|
nodeListManager.cpp
|
7dbfe6994d
Engine directory for ticket #1
|
%!s(int64=13) %!d(string=hai) anos |
|
nodeListManager.h
|
7dbfe6994d
Engine directory for ticket #1
|
%!s(int64=13) %!d(string=hai) anos |
|
river.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 |
|
river.h
|
f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
|
%!s(int64=11) %!d(string=hai) anos |
|
scatterSky.cpp
|
c680471378
looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
|
%!s(int64=6) %!d(string=hai) anos |
|
scatterSky.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 |
|
skyBox.cpp
|
1eed979a9c
Merge branch 'method_Unmangle' into PBR_PR
|
%!s(int64=7) %!d(string=hai) anos |
|
skyBox.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 |
|
sun.cpp
|
c680471378
looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
|
%!s(int64=6) %!d(string=hai) anos |
|
sun.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 |
|
timeOfDay.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 |
|
timeOfDay.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 |
|
waterBlock.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 |
|
waterBlock.h
|
f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
|
%!s(int64=11) %!d(string=hai) anos |
|
waterObject.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 |
|
waterObject.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 |
|
waterPlane.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 |
|
waterPlane.h
|
f4c940f4fe
Added basic Walkabout with #define renamed and no editor.
|
%!s(int64=11) %!d(string=hai) anos |