Areloch f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 lat temu
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baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
baseMatInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
baseMaterialDefinition.h 66cc6fb9d1 Removes current implement of shadow caching 6 lat temu
customMaterialDefinition.cpp 6d5571e233 Fix preprocessor directive 11 lat temu
customMaterialDefinition.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
customShaderBindingData.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
matInstance.cpp 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
matInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
matStateHint.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
matTextureTarget.cpp 15f67015d3 Reordering initialization methods #1912 8 lat temu
matTextureTarget.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
materialDefinition.cpp f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 lat temu
materialDefinition.h f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 lat temu
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 13 lat temu
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
materialFeatureTypes.cpp ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 6 lat temu
materialFeatureTypes.h ac77315e29 Merge branch 'alph40_pbrConfig_BREAKINGWip' of https://github.com/Azaezel/Torque3D into Preview4_0 6 lat temu
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.) 8 lat temu
materialList.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
materialManager.cpp 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
materialManager.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
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 8 lat temu
miscShdrDat.h 3496c549b5 Hardware Skinning Support 9 lat temu
processedCustomMaterial.cpp 66cc6fb9d1 Removes current implement of shadow caching 6 lat temu
processedCustomMaterial.h 7dbfe6994d Engine directory for ticket #1 13 lat temu
processedFFMaterial.cpp 57ee1882fa strip out unused pixspecular to cut down on sources of confusion 6 lat temu
processedFFMaterial.h 529558f671 Initial implementation of Custom Shader Features 6 lat temu
processedMaterial.cpp f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 lat temu
processedMaterial.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 lat temu
processedShaderMaterial.cpp f7b891442a Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path 5 lat temu
processedShaderMaterial.h 070a9845a2 preliminary glowmap+glowmul feature augmentation math 6 lat temu
sceneData.h c283295f22 Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development 6 lat temu
shaderData.cpp 02541ab1f9 shader hooks and gen cleanups 7 lat temu
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. 11 lat temu
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 8 lat temu
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 8 lat temu