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BansheeCore
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8de4970a7d
Refactored animation component into a state machine to reduce complexity
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%!s(int64=9) %!d(string=hai) anos |
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BansheeD3D11RenderAPI
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a9d20707e7
Mesh normals and tangents now use 8-bit unorm data format instead of the 32-bit floating point format, in order to reduce GPU bandwidth
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%!s(int64=9) %!d(string=hai) anos |
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BansheeD3D9RenderAPI
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a9d20707e7
Mesh normals and tangents now use 8-bit unorm data format instead of the 32-bit floating point format, in order to reduce GPU bandwidth
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%!s(int64=9) %!d(string=hai) anos |
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BansheeEditor
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61b712dc2c
Scene object state can now be recorded using SerializedSceneObject and restored to original state on request
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%!s(int64=9) %!d(string=hai) anos |
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BansheeEditorExec
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46fe11386e
Better logging for Mono errors and work on script debugging
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%!s(int64=9) %!d(string=hai) anos |
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BansheeEngine
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4a45674df4
Selection overlay is now properly animated
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%!s(int64=9) %!d(string=hai) anos |
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BansheeFBXImporter
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dd32259b26
Animation clip splitting functional
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%!s(int64=9) %!d(string=hai) anos |
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BansheeFMOD
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cde0fbf269
Fixing documentation errors
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%!s(int64=9) %!d(string=hai) anos |
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BansheeFontImporter
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bca1b75466
Updated third party dependency file structure since now there's a need for multiple engine libraries to reference the same external library
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%!s(int64=9) %!d(string=hai) anos |
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BansheeFreeImgImporter
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bca1b75466
Updated third party dependency file structure since now there's a need for multiple engine libraries to reference the same external library
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%!s(int64=9) %!d(string=hai) anos |
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BansheeGLRenderAPI
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a9d20707e7
Mesh normals and tangents now use 8-bit unorm data format instead of the 32-bit floating point format, in order to reduce GPU bandwidth
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%!s(int64=9) %!d(string=hai) anos |
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BansheeMono
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25df5b2afa
During FBX import account for original units and scale to meters
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%!s(int64=9) %!d(string=hai) anos |
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BansheeOISInput
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8e4b67bc9b
Fix use of BS_PLATFORM_APPLE instead of BS_PLATFORM_OSX
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%!s(int64=9) %!d(string=hai) anos |
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BansheeOpenAudio
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cde0fbf269
Fixing documentation errors
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%!s(int64=9) %!d(string=hai) anos |
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BansheePhysX
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38e6e99f41
Refactored Vector and Quaternion types so they don't perform zero initialization by default
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%!s(int64=9) %!d(string=hai) anos |
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BansheeSL
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4a45674df4
Selection overlay is now properly animated
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%!s(int64=9) %!d(string=hai) anos |
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BansheeUtility
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38e6e99f41
Refactored Vector and Quaternion types so they don't perform zero initialization by default
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%!s(int64=9) %!d(string=hai) anos |
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CMake
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ca53f86531
Fixing build so it doesn't rely on the working folder, so build paths outside of the standard path work
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%!s(int64=9) %!d(string=hai) anos |
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ExampleProject
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671b4756e3
Chosen CMake modules during build will now automatically be used for engine initialization
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%!s(int64=9) %!d(string=hai) anos |
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Game
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ca53f86531
Fixing build so it doesn't rely on the working folder, so build paths outside of the standard path work
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%!s(int64=9) %!d(string=hai) anos |
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MBansheeEditor
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ed3889cdab
Added a method to iterate over script object fields and creates or updates relevant keyframes from the current values of those properties
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%!s(int64=9) %!d(string=hai) anos |
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MBansheeEngine
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8de4970a7d
Refactored animation component into a state machine to reduce complexity
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%!s(int64=9) %!d(string=hai) anos |
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RenderBeast
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4a45674df4
Selection overlay is now properly animated
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%!s(int64=9) %!d(string=hai) anos |
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SBansheeEditor
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61b712dc2c
Scene object state can now be recorded using SerializedSceneObject and restored to original state on request
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%!s(int64=9) %!d(string=hai) anos |
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SBansheeEngine
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38e6e99f41
Refactored Vector and Quaternion types so they don't perform zero initialization by default
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%!s(int64=9) %!d(string=hai) anos |
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CMakeLists.txt
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8a65b3de98
Skeletal animation now functional:
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%!s(int64=9) %!d(string=hai) anos |