JeffR f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. 5 mesiacov pred
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baseMatInstance.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
baseMatInstance.h 3697737498 Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development 6 rokov pred
baseMaterialDefinition.h ff4b025c2c adds alphatest shadows for translucent objects 5 rokov pred
customMaterialDefinition.cpp f633ef3a3d fill in the validated variables 10 mesiacov pred
customMaterialDefinition.h efbe5e90f5 virtuals removed 1 rok pred
customShaderBindingData.h 5f59ebbacc uninitialized variables-materials 5 rokov pred
matInstance.cpp 2b295fb7f0 rest of virtuals removed 1 rok pred
matInstance.h efbe5e90f5 virtuals removed 1 rok pred
matInstanceHook.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
matInstanceHook.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
matStateHint.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
matStateHint.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
matTextureTarget.cpp dca2dc0074 Implementation of guiRenderTargetVizCtrl 5 rokov pred
matTextureTarget.h dca2dc0074 Implementation of guiRenderTargetVizCtrl 5 rokov pred
materialDefinition.cpp f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. 5 mesiacov pred
materialDefinition.h f3cad0d77e Converts the ad-hoc design of the Material Editor to utilize the same inspector interface as most everything else does. 5 mesiacov pred
materialFeatureData.cpp 7dbfe6994d Engine directory for ticket #1 13 rokov pred
materialFeatureData.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
materialFeatureTypes.cpp 56e4484ff6 remove glowbin as it's own render pass 1 rok pred
materialFeatureTypes.h 645f88d4af emissive to recivesShadows 3 rokov pred
materialList.cpp 438e6cbb3c fix for diffuse map mangling in several cases, filter imposters out of real time lighting (for now?) fix the blankskybox via a resave, and filter "badfilereference" and "failed" assets out of variable replacement for the project converter 4 rokov pred
materialList.h 7dbfe6994d Engine directory for ticket #1 13 rokov pred
materialManager.cpp ea49af52a5 Update materialManager.cpp 9 mesiacov pred
materialManager.h fad397d914 always cleanup -_- 9 mesiacov pred
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 rokov pred
miscShdrDat.h 3496c549b5 Hardware Skinning Support 9 rokov pred
processedCustomMaterial.cpp fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 1 rok pred
processedCustomMaterial.h 2b295fb7f0 rest of virtuals removed 1 rok pred
processedMaterial.cpp 40974dd14b use of get<some name> methods that already return nulls/false when attempting to load 7 mesiacov pred
processedMaterial.h 56e4484ff6 remove glowbin as it's own render pass 1 rok pred
processedShaderMaterial.cpp 8bd145d54f use of get<some name> methods that already return nulls/false when attempting to load 7 mesiacov pred
processedShaderMaterial.h fe26ffc375 shift capturing from a globalMacro to a sceneRenderstate S32 1 rok pred
sceneData.h 56e4484ff6 remove glowbin as it's own render pass 1 rok pred
shaderData.cpp f633ef3a3d fill in the validated variables 10 mesiacov pred
shaderData.h efbe5e90f5 virtuals removed 1 rok pred
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 rokov pred
shaderMaterialParameters.h 2b295fb7f0 rest of virtuals removed 1 rok pred