Marko Pintera ce39033f5d Completely redone how I handle move/resize events. Now windows just specify non-client areas for move and resize and the rest is left to the OS. %!s(int64=12) %!d(string=hai) anos
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CmD3D11BlendState.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11DepthStencilState.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11Device.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11Driver.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11DriverList.h d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes %!s(int64=12) %!d(string=hai) anos
CmD3D11GpuBuffer.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11GpuBufferView.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11GpuParamBlockBuffer.h b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=12) %!d(string=hai) anos
CmD3D11GpuProgram.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11GpuProgramManager.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11HLSLParamParser.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11HLSLProgram.h d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes %!s(int64=12) %!d(string=hai) anos
CmD3D11HLSLProgramFactory.h d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes %!s(int64=12) %!d(string=hai) anos
CmD3D11HLSLProgramRTTI.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11HardwareBuffer.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11HardwareBufferManager.h b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=12) %!d(string=hai) anos
CmD3D11IndexBuffer.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11InputLayoutManager.h d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes %!s(int64=12) %!d(string=hai) anos
CmD3D11Mappings.h 1265f65506 Reorganized how renderer works (using RenderOperations) %!s(int64=12) %!d(string=hai) anos
CmD3D11MultiRenderTexture.h 1e0c79d624 Made getCustomAttribute const %!s(int64=12) %!d(string=hai) anos
CmD3D11Prerequisites.h 78d44de269 Started work on DX11 sub-region Clear %!s(int64=12) %!d(string=hai) anos
CmD3D11RasterizerState.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderStateManager.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderSystem.h 9d279ed662 Fixed heap corruption that would happen when a Material was destroyed but GpuParamBlockBuffer was still being used on the core thread. Material was incorrectly force destroying the buffer without regard for its reference count. %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderSystemFactory.h ea7362503f Added wide strings %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderTexture.h cb10df23fe Getting render target bindings to work so it shows up in GUI %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderUtility.h 4ddd9e2995 Added separate clear methods for clearing active render target and active viewport %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderWindow.h ce39033f5d Completely redone how I handle move/resize events. Now windows just specify non-client areas for move and resize and the rest is left to the OS. %!s(int64=12) %!d(string=hai) anos
CmD3D11RenderWindowManager.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11SamplerState.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11Texture.h b0b6182dab Working OS cursor in DX11 %!s(int64=12) %!d(string=hai) anos
CmD3D11TextureManager.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11TextureView.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11VertexBuffer.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11VideoMode.h 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
CmD3D11VideoModeList.h d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes %!s(int64=12) %!d(string=hai) anos