AzaezelX ff4b025c2c adds alphatest shadows for translucent objects %!s(int64=5) %!d(string=hai) anos
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advanced 66cc6fb9d1 Removes current implement of shadow caching %!s(int64=6) %!d(string=hai) anos
basic bfccfca0ce more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though... %!s(int64=6) %!d(string=hai) anos
common 1c62080f7f cleaned up member::radius %!s(int64=7) %!d(string=hai) anos
shadowMap ff4b025c2c adds alphatest shadows for translucent objects %!s(int64=5) %!d(string=hai) anos
lightInfo.cpp 15f67015d3 Reordering initialization methods #1912 %!s(int64=8) %!d(string=hai) anos
lightInfo.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
lightManager.cpp 2e56645f13 shifts spotlightparams to the actually used float2/vec2 entries (stops debug screaming every frame) %!s(int64=6) %!d(string=hai) anos
lightManager.h ebe2c2dead Add vector light support to forward materials. %!s(int64=6) %!d(string=hai) anos
lightQuery.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
lightQuery.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
lightingInterfaces.cpp 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos
lightingInterfaces.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
shadowManager.cpp e718841467 Eliminate DefineConsoleFunction %!s(int64=7) %!d(string=hai) anos
shadowManager.h 7dbfe6994d Engine directory for ticket #1 %!s(int64=13) %!d(string=hai) anos