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Win32
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7798f0d4a7
Various ProjectWindow fixes, mostly relating to drag and drop functionality
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%!s(int64=10) %!d(string=hai) anos |
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BsBlendState.h
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508b74a040
Moved GUIManager rendering to a specialized core thread GUIManagerCore
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%!s(int64=10) %!d(string=hai) anos |
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BsBlendStateRTTI.h
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aec99b0b0f
Sampler state filtering overrides (WIP)
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BsCommandQueue.h
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65d8dcfb03
Delaying showing a window until back buffer swap now works properly in DX11
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BsCommonTypes.h
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71598ef68e
Add "transparent" flag to shaders
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BsComponent.h
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7466dd0d2f
Documentation
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BsComponentRTTI.h
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17afc600a7
Massive Cm->Bs file rename
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BsCoreApplication.h
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e1eaa8bfe2
Modified managed assembly loading so it's possible to reload it on project reload
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%!s(int64=10) %!d(string=hai) anos |
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BsCoreObject.h
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caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsCoreObjectCore.h
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550b861440
Individual core object syncing with dependencies
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%!s(int64=11) %!d(string=hai) anos |
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BsCoreObjectManager.h
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caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsCorePrerequisites.h
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0f7c76eb01
When rendering reduce state switching when possible
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%!s(int64=10) %!d(string=hai) anos |
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BsCoreRenderer.h
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6c9390b79b
Dock overlay no longer uses the sim thread rendering callback
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%!s(int64=10) %!d(string=hai) anos |
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BsCoreSceneManager.h
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8de37c15f6
Fixed order of updates:
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%!s(int64=10) %!d(string=hai) anos |
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BsCoreThread.h
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9277fddd48
Worker core thread accessors are now submitted before the main one so resources are properly updated before they're used
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%!s(int64=10) %!d(string=hai) anos |
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BsCoreThreadAccessor.h
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0fca9749f2
RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI
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%!s(int64=11) %!d(string=hai) anos |
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BsDeferredCallManager.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsDepthStencilState.h
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508b74a040
Moved GUIManager rendering to a specialized core thread GUIManagerCore
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%!s(int64=10) %!d(string=hai) anos |
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BsDepthStencilStateRTTI.h
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aec99b0b0f
Sampler state filtering overrides (WIP)
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%!s(int64=10) %!d(string=hai) anos |
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BsDrawOps.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsEventQuery.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsFolderMonitor.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsFont.h
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caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsFontDesc.h
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8644a9f53d
Major refactor of builtin resources - All resources are imported and saved as a preprocessing step and then just loaded in engine ready format.
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%!s(int64=11) %!d(string=hai) anos |
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BsFontImportOptions.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsFontImportOptionsRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsFontManager.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsFontRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGameObject.h
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d4f4151761
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsGameObjectHandle.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGameObjectHandleRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGameObjectManager.h
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e7c65605da
GameObjectHandles stored in PrefabDiff will now be updated when game object deserialization happens
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%!s(int64=10) %!d(string=hai) anos |
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BsGameObjectRTTI.h
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57733a8660
WIP Prefabs and PrefabDiff
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuBuffer.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuBufferView.h
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928c215c48
GpuBuffer and GpuParamBlockBuffer refactored to comply with new CoreObject design
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%!s(int64=11) %!d(string=hai) anos |
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BsGpuParam.h
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246f5b3acb
Added better handle/gizmo shaders
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuParamBlockBuffer.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuParamDesc.h
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d1881075fa
Various fixes to Renderer
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%!s(int64=11) %!d(string=hai) anos |
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BsGpuParams.h
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aec99b0b0f
Sampler state filtering overrides (WIP)
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuProgram.h
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43c78bc4d0
WIP shader includes
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuProgramManager.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuProgramRTTI.h
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6b920a90d8
- Moved all shaders to BSL
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuResourceData.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsGpuResourceDataRTTI.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsHString.h
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0ddc6c09b5
Working on new UI
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%!s(int64=10) %!d(string=hai) anos |
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BsHardwareBuffer.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsHardwareBufferManager.h
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c653bed63a
GpuParams/GpuParamBlockBuffer refactor WIP
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%!s(int64=11) %!d(string=hai) anos |
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BsIResourceListener.h
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eb609f487a
When blocking for resource load optionally wait for dependencies too
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%!s(int64=11) %!d(string=hai) anos |
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BsIconUtility.h
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d90ea6b4a0
.exe icon replacement finalized and working
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%!s(int64=10) %!d(string=hai) anos |
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BsImportOptions.h
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d195e06084
Added prefab importer so that prefabs are recognized by the project library
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%!s(int64=10) %!d(string=hai) anos |
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BsImportOptionsRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsImporter.h
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0ca3bc9a98
ManagedResource saving/loading mostly finished but untested
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%!s(int64=11) %!d(string=hai) anos |
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BsIndexBuffer.h
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234d75d39d
Ensured that core thread uses only core versions of Index and Vertex buffer
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%!s(int64=11) %!d(string=hai) anos |
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BsInput.h
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df620543a7
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsInputFwd.h
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df620543a7
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsMaterial.h
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caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsMaterialManager.h
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05ad4ecf2d
Shaders are now referenced via resource handle instead directly
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%!s(int64=11) %!d(string=hai) anos |
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BsMaterialParam.h
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e9db368a3d
MaterialParams now hold a pointer to their data to avoid excessive allocations when copying them around
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%!s(int64=10) %!d(string=hai) anos |
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BsMaterialRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsMesh.h
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0ddc6c09b5
Working on new UI
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshBase.h
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0ddc6c09b5
Working on new UI
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshBaseRTTI.h
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f256dad7d6
Texture refactor to comply with new CoreObject design
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%!s(int64=11) %!d(string=hai) anos |
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BsMeshData.h
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0ddc6c09b5
Working on new UI
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshDataRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshHeap.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshImportOptions.h
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d195e06084
Added prefab importer so that prefabs are recognized by the project library
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshImportOptionsRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshManager.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsMeshUtility.h
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4347837545
Added tangent and normal generation for meshes
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%!s(int64=10) %!d(string=hai) anos |
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BsMultiRenderTexture.h
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550b861440
Individual core object syncing with dependencies
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%!s(int64=11) %!d(string=hai) anos |
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BsOSInputHandler.h
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24434868e3
More handle fixes
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%!s(int64=11) %!d(string=hai) anos |
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BsOcclusionQuery.h
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17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsPass.h
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caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsPassRTTI.h
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6b920a90d8
- Moved all shaders to BSL
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%!s(int64=10) %!d(string=hai) anos |
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BsPixelBuffer.h
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fc8f2b1eaf
More documentation
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%!s(int64=11) %!d(string=hai) anos |
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BsPixelData.h
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1f31bf9385
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsPixelDataRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsPixelUtil.h
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1f31bf9385
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsPixelVolume.h
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1f31bf9385
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsPlatform.h
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77fd1ec83a
Added a way to create new resources in Library Window
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%!s(int64=10) %!d(string=hai) anos |
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BsPrefab.h
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1f31bf9385
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsPrefabDiff.h
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612e9680b7
Added prefab ID renaming in prefab diff so that game object handles are compared properly (untested)
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%!s(int64=10) %!d(string=hai) anos |
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BsPrefabDiffRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsPrefabImporter.h
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d195e06084
Added prefab importer so that prefabs are recognized by the project library
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%!s(int64=10) %!d(string=hai) anos |
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BsPrefabRTTI.h
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2fc87ffbf4
Update from prefab, and recording prefab diff now properly handles child prefab instances
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%!s(int64=10) %!d(string=hai) anos |
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BsPrefabUtility.h
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2fc87ffbf4
Update from prefab, and recording prefab diff now properly handles child prefab instances
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%!s(int64=10) %!d(string=hai) anos |
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BsProfilerCPU.h
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a54c334990
Significantly reduced number of allocations required by the CPU profiler
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%!s(int64=10) %!d(string=hai) anos |
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BsProfilerGPU.h
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5d7e93aeee
Fixed an issue with GUI layout calculation
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%!s(int64=11) %!d(string=hai) anos |
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BsProfilingManager.h
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117612030f
Refactored Profiler and CPUProfiler to make them a bit more intuitive
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%!s(int64=11) %!d(string=hai) anos |
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BsQueryManager.h
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6dc2337e53
Solved some more problems with freeing core objects on shutdown
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%!s(int64=11) %!d(string=hai) anos |
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BsRasterizerState.h
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508b74a040
Moved GUIManager rendering to a specialized core thread GUIManagerCore
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%!s(int64=10) %!d(string=hai) anos |
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BsRasterizerStateRTTI.h
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aec99b0b0f
Sampler state filtering overrides (WIP)
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%!s(int64=10) %!d(string=hai) anos |
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BsRawInputHandler.h
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a713a99a65
More documentation & input fixes
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%!s(int64=11) %!d(string=hai) anos |
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BsRenderAPI.h
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aec99b0b0f
Sampler state filtering overrides (WIP)
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderAPICapabilities.h
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3187a5f447
Hook up light updates in renderer core
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderAPIFactory.h
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0fca9749f2
RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI
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%!s(int64=11) %!d(string=hai) anos |
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BsRenderAPIManager.h
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3187a5f447
Hook up light updates in renderer core
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderStateManager.h
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4bfb7023eb
Clear states in RenderStateManager before shutdown as states try to access that manager when they're destructed
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderStats.h
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3187a5f447
Hook up light updates in renderer core
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderTarget.h
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1f31bf9385
Documentation
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderTexture.h
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3187a5f447
Hook up light updates in renderer core
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderWindow.h
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3187a5f447
Hook up light updates in renderer core
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%!s(int64=10) %!d(string=hai) anos |
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BsRenderWindowManager.h
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2e15f65ce9
Fixing an issue where core window operations could start before the sim thread had properly finalized window creation
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%!s(int64=10) %!d(string=hai) anos |
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BsRendererFactory.h
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1076f0124b
DefaultMeshData is now RendererMeshData and can be overriden by Renderer implementation
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%!s(int64=10) %!d(string=hai) anos |
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BsRendererManager.h
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ab1746c542
BansheeSL: Shader parser generates an actual Shader
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%!s(int64=10) %!d(string=hai) anos |
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BsRendererMeshData.h
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1076f0124b
DefaultMeshData is now RendererMeshData and can be overriden by Renderer implementation
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%!s(int64=10) %!d(string=hai) anos |
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BsResource.h
|
c544e302c4
ResourceHandle.isLoaded now requires no allocations
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%!s(int64=10) %!d(string=hai) anos |
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BsResourceHandle.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsResourceHandleRTTI.h
|
2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsResourceListenerManager.h
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217b06bd3f
Added resource listener to material and solved the problem where waiting for resource load didn't trigger the listener
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%!s(int64=11) %!d(string=hai) anos |
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BsResourceManifest.h
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1b1895f796
WIP VisualStudio project syncing
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%!s(int64=10) %!d(string=hai) anos |
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BsResourceManifestRTTI.h
|
1b1895f796
WIP VisualStudio project syncing
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%!s(int64=10) %!d(string=hai) anos |
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BsResourceMetaData.h
|
c449f37a13
Added ability to set up custom meta-data per resource
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%!s(int64=11) %!d(string=hai) anos |
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BsResourceMetaDataRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsResourceRTTI.h
|
a35f11d8cc
Added ManagedResource and improve project library and resource meta data management
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%!s(int64=11) %!d(string=hai) anos |
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BsResources.h
|
fb10aa71f2
Project Load/Unload (not tested)
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%!s(int64=10) %!d(string=hai) anos |
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BsSamplerState.h
|
1583b110f5
Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object
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%!s(int64=10) %!d(string=hai) anos |
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BsSamplerStateRTTI.h
|
aec99b0b0f
Sampler state filtering overrides (WIP)
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%!s(int64=10) %!d(string=hai) anos |
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BsSavedResourceData.h
|
0824fc2e46
Advanced resource loading WIP stage 2
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%!s(int64=11) %!d(string=hai) anos |
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BsSavedResourceDataRTTI.h
|
2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
|
BsSceneObject.h
|
d4f4151761
Documentation
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%!s(int64=10) %!d(string=hai) anos |
|
BsSceneObjectRTTI.h
|
24bfe213ef
Added serialization for SceneObject transform
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%!s(int64=10) %!d(string=hai) anos |
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BsShader.h
|
caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsShaderInclude.h
|
2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsShaderIncludeImporter.h
|
d195e06084
Added prefab importer so that prefabs are recognized by the project library
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%!s(int64=10) %!d(string=hai) anos |
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BsShaderIncludeRTTI.h
|
43c78bc4d0
WIP shader includes
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%!s(int64=10) %!d(string=hai) anos |
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BsShaderManager.h
|
43c78bc4d0
WIP shader includes
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%!s(int64=10) %!d(string=hai) anos |
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BsShaderRTTI.h
|
71598ef68e
Add "transparent" flag to shaders
|
%!s(int64=10) %!d(string=hai) anos |
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BsSpecificImporter.h
|
17afc600a7
Massive Cm->Bs file rename
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%!s(int64=11) %!d(string=hai) anos |
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BsStringTable.h
|
4df779fdd5
Documentation
|
%!s(int64=10) %!d(string=hai) anos |
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BsStringTableManager.h
|
4df779fdd5
Documentation
|
%!s(int64=10) %!d(string=hai) anos |
|
BsStringTableRTTI.h
|
77fd1ec83a
Added a way to create new resources in Library Window
|
%!s(int64=10) %!d(string=hai) anos |
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BsSubMesh.h
|
0ddc6c09b5
Working on new UI
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%!s(int64=10) %!d(string=hai) anos |
|
BsTechnique.h
|
caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsTechniqueRTTI.h
|
3187a5f447
Hook up light updates in renderer core
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%!s(int64=10) %!d(string=hai) anos |
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BsTextData.h
|
c1d0163465
Minimized allocations when updating TextSprite
|
%!s(int64=10) %!d(string=hai) anos |
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BsTexture.h
|
4df779fdd5
Documentation
|
%!s(int64=10) %!d(string=hai) anos |
|
BsTextureImportOptions.h
|
d195e06084
Added prefab importer so that prefabs are recognized by the project library
|
%!s(int64=10) %!d(string=hai) anos |
|
BsTextureImportOptionsRTTI.h
|
2c35a0c825
Removed all the unused allocators
|
%!s(int64=10) %!d(string=hai) anos |
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BsTextureManager.h
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0b1d2c1bd9
Render texture now keeps a handle to a texture instead of a pointer
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%!s(int64=11) %!d(string=hai) anos |
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BsTextureRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsTextureView.h
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01910311ca
Refactored TextureView and VertexDeclaration to comply with new CoreObject design
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%!s(int64=11) %!d(string=hai) anos |
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BsTimerQuery.h
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17afc600a7
Massive Cm->Bs file rename
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BsTransientMesh.h
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6e60df9371
MeshHeap refactored to comply with new CoreObject design
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BsUUID.h
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ee9c441334
Proper UUID generation
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%!s(int64=10) %!d(string=hai) anos |
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BsUtility.h
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f4f71d0292
Optimize resource reference search so it does retrieve values of fields that have types that can not contain a resource reference
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%!s(int64=11) %!d(string=hai) anos |
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BsVertexBuffer.h
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234d75d39d
Ensured that core thread uses only core versions of Index and Vertex buffer
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%!s(int64=11) %!d(string=hai) anos |
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BsVertexData.h
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01910311ca
Refactored TextureView and VertexDeclaration to comply with new CoreObject design
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%!s(int64=11) %!d(string=hai) anos |
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BsVertexDataDesc.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsVertexDataDescRTTI.h
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2c35a0c825
Removed all the unused allocators
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%!s(int64=10) %!d(string=hai) anos |
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BsVertexDeclaration.h
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01910311ca
Refactored TextureView and VertexDeclaration to comply with new CoreObject design
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%!s(int64=11) %!d(string=hai) anos |
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BsVertexDeclarationRTTI.h
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01910311ca
Refactored TextureView and VertexDeclaration to comply with new CoreObject design
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%!s(int64=11) %!d(string=hai) anos |
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BsVideoModeInfo.h
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90e94fb9b2
Fixed issue with HString parameter placement
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%!s(int64=11) %!d(string=hai) anos |
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BsViewport.h
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caabd3721e
Fixing an issue with out-of-order core object syncing that was causing renderables to be invisible in very specific situations
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%!s(int64=10) %!d(string=hai) anos |
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BsViewportRTTI.h
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b55e52c112
Camera & Viewport refactored and working somewhat (fixes and re-test needed)
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%!s(int64=11) %!d(string=hai) anos |