Robert MacGregor 3f34c9020e * [ParticleEmitter] BugFix: Make GCC happy by removing the inline specification on updateKeyData. 4 anni fa
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cameraFXMgr.cpp 7dbfe6994d Engine directory for ticket #1 13 anni fa
cameraFXMgr.h e7fb6a54de Fix: Added missing virtual destructors for classes with virtual functions. 11 anni fa
explosion.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
explosion.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
fxFoliageReplicator.cpp 099dd4f1f3 Parametrize script extension, default to 'tscript' 5 anni fa
fxFoliageReplicator.h 62500487f1 ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting. 8 anni fa
fxShapeReplicator.cpp 099dd4f1f3 Parametrize script extension, default to 'tscript' 5 anni fa
fxShapeReplicator.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 anni fa
groundCover.cpp 426f5974da Corrected ShapeAsset array initpersist macro to assign arraySize 4 anni fa
groundCover.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
lightning.cpp fabd5864fa uninitialized variables-t3d 5 anni fa
lightning.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 anni fa
particle.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
particle.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
particleEmitter.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
particleEmitter.h 3f34c9020e * [ParticleEmitter] BugFix: Make GCC happy by removing the inline specification on updateKeyData. 4 anni fa
particleEmitterNode.cpp 88106f9032 Fixed type inference for nulls in console functions 9 anni fa
particleEmitterNode.h 7dbfe6994d Engine directory for ticket #1 13 anni fa
precipitation.cpp 52c83d19e1 Added shapeFile field to TSForestItemData convert setting 4 anni fa
precipitation.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
ribbon.cpp fabd5864fa uninitialized variables-t3d 5 anni fa
ribbon.h 96169bc151 ribbon classvar cleanup 7 anni fa
ribbonNode.cpp 88106f9032 Fixed type inference for nulls in console functions 9 anni fa
ribbonNode.h fabd5864fa uninitialized variables-t3d 5 anni fa
splash.cpp 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
splash.h 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets 4 anni fa
windEmitter.cpp 01f0d5cfca tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places. 8 anni fa
windEmitter.h 7dbfe6994d Engine directory for ticket #1 13 anni fa