Marko Pintera
|
e73983da31
Moved everything to new Path system
|
11 years ago |
Marko Pintera
|
d57adc4344
Added custom UUID generation in order to replace boost
|
11 years ago |
Marko Pintera
|
0c1054455e
Refactored importer & input to make it clearer which methods are internal
|
11 years ago |
Marko Pintera
|
b4a4f95110
Added TaskScheduler and ported Resources to it (untested)
|
11 years ago |
Marko Pintera
|
0bb5903b9e
Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine
|
11 years ago |
Marko Pintera
|
236f028298
Lots more work on ProjectLibrary, plus work on ResourceTreeView
|
12 years ago |
Marko Pintera
|
c22edb2db2
Work on ProjectLibrary
|
12 years ago |
Marko Pintera
|
e2e58a800a
Added ResourceManifest for dealing with resource UUIDs
|
12 years ago |
Marko Pintera
|
1fafaa92a6
A lot more work on GameObject serialization
|
12 years ago |
Marko Pintera
|
fde4ac7233
Mono scripting start and first Script class
|
12 years ago |
Marko Pintera
|
e51cbce52c
Started work on scripting
|
12 years ago |
Marko Pintera
|
99f545b06f
Added frame allocator
|
12 years ago |
Marko Pintera
|
d7cf519627
Started work on MeshHeap and transient meshes
|
12 years ago |
Marko Pintera
|
04132bc6d9
Queries WIP
|
12 years ago |
Marko Pintera
|
404bcd6671
Better way of initializing MeshData
|
12 years ago |
Marko Pintera
|
d43309ccb3
Fixed up stack allocator so it doesn't require you to manually initialize specific heaps
|
12 years ago |
Marko Pintera
|
b0b11a73da
Allocating GpuParams and especially bindable copy of GpuParams will now cause much less alocations
|
12 years ago |
Marko Pintera
|
1c195fdbde
Added memory allocation profiling
|
12 years ago |
Marko Pintera
|
f1832c9c66
Finalized and tested OS drop target support
|
12 years ago |
Marko Pintera
|
ff64948b20
Profiler Overlay code (untested)
|
12 years ago |
Marko Pintera
|
a0058c8116
Complete overhaul of GUI mouse input. Changed input to work using OS provided data for mouse buttons since I was having trouble with context switching in OIS
|
12 years ago |
Marko Pintera
|
8ae8dc6752
RenderQueue and improved RenderOperation design and handling
|
12 years ago |
Marko Pintera
|
1265f65506
Reorganized how renderer works (using RenderOperations)
|
12 years ago |
Marko Pintera
|
a8ba9930af
Fixed initialization issues due to caret
|
12 years ago |
Marko Pintera
|
1b18f9ddd3
Renamed DeferredRenderContext to CoreThreadAccessor
|
12 years ago |
Marko Pintera
|
da1e117f66
Completely refactored input so text/mouse/axis handling is more intuitive
|
12 years ago |
Marko Pintera
|
9c598ab4ef
Added a stack allocator
|
12 years ago |
Marko Pintera
|
66f2eb6b18
Added a global engine GUI style in EngineGUI
|
12 years ago |
Marko Pintera
|
7e4a997a35
Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData
|
12 years ago |
Marko Pintera
|
4980cef1bc
Added synced CommandQueue and syced deferred context (WIP)
|
12 years ago |