Commit History

Autor SHA1 Mensaxe Data
  Marko Pintera b2b4bf2050 Moved builtin material managers to Banshee %!s(int64=13) %!d(string=hai) anos
  Marko Pintera d6b255dd18 Moved Camera/Renderable/Overlay/OverlayManager to Banshee %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 4c9f4597ad Some ignored files %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
  Marko Pintera fc2c493b75 Moved SceneManager to its own project %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 630371789b Create Banshee App and made sure everything runs so far %!s(int64=13) %!d(string=hai) anos
  Marko Pintera a3340532f8 Ported a good section of GUI/2D to Banshee %!s(int64=13) %!d(string=hai) anos
  Marko Pintera a4737d3e28 Refactoring to BansheeEngine first step %!s(int64=13) %!d(string=hai) anos
  Marko Pintera b12493510f Started refactor to Banshee %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 19e015b64d Check in before attempting to refactor CamelotCore into a separate project %!s(int64=13) %!d(string=hai) anos
  Marko Pintera f4f516b662 Sprite/TextSprite no longer saves state internally %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 19a40d1fe1 Slight GUI changes. Just commiting to have a clean slate %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 277cbea5ee Added basic tool window creation to all render systems %!s(int64=13) %!d(string=hai) anos
  Marko Pintera bf1dbf542a Some more work on bounds and started work on EditorWindow %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 4f6bbe7067 Added GUI bounds and gui widget transform %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 5bf23618b8 Text material resolution now gets set dynamically %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 973145efa6 Tested text word wrap and alignment %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 97589a7a46 Fixed issue with text rendering where spaces were being rendered as invalid glyphs %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 6f31de4b3e GameObjectHandle now uses a raw pointer instead of a shared one %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 49553c9008 Fixing some RTTI GameObject classes %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 77df4b87a9 Finished porting to memory allocators %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 63c189c3c6 Ported D3D9 to use memory allocator %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 724a22fd65 Ported GL renderer memory allocations %!s(int64=13) %!d(string=hai) anos
  Marko Pintera c1aeb526d6 More mem alloc changes %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 8606499f7a More memory allocator related changes %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 735836d51d Even more memory allocator related changes %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 46f6a8aeca Updated ManagedMemoryBlock allocations %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 389c22b9b3 More memory alloc porting %!s(int64=13) %!d(string=hai) anos
  Marko Pintera e4b2dbb7c7 Moved PixelData to use allocators %!s(int64=13) %!d(string=hai) anos
  Marko Pintera e8f0a06858 Added the ability to use custom allocators for serializable data blocks %!s(int64=13) %!d(string=hai) anos