Joachim Meyer
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063162485c
Spaces split Project names should be working crossplatform now..
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11 anos atrás |
Joachim Meyer
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f03942d739
Projectnames can be split by a space now.
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11 anos atrás |
Joachim Meyer
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bf58bbb300
Fixes: #232
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11 anos atrás |
Joachim Meyer
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8c56813e6e
Fixes #346.
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11 anos atrás |
Joachim Meyer
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a41c82fd2c
Fixing left and right klick doubleclick toggleing in the UITree. Adding doubleclick to the NewFileWindow.
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11 anos atrás |
Joachim Meyer
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8acb29da25
UITree nodes with children will now toggleCollapsed when doubleclicked. When you doubleclick in the ExampleBrowser an example it will open automatically.
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11 anos atrás |
Joachim Meyer
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ad815096a0
Fixes that if you clicked twice on an asset in the AssetBrowser, it would be viually deselected. You now can choose assets by doubleclicking them in the browser.
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11 anos atrás |
Joachim Meyer
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1e42cdecb7
Increase standard UIVScrollBar scroll speed, it makes it feel much more natural. (I'm not the only one who was annoyed by that: #543)
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11 anos atrás |
Ivan Safrin
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d40a6f7c1e
Fixed some gamepad input issues, fixed remote debugger in the IDE being overwhelmed by debug information upon crash
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11 anos atrás |
Ivan Safrin
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11b46b0dfa
Added ability to bind a global framebuffer at the start of every render, added ability for Cameras to use global framebuffer as color input, allowing post processing filters to be applied to everything that has been rendered on screen so far
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11 anos atrás |
Ivan Safrin
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16ab088992
Fixed shader bindings not removing properly in the IDE post material editor
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11 anos atrás |
Ivan Safrin
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482442969b
Proper file icons in the new file dialog
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11 anos atrás |
Ivan Safrin
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9ac288bd73
Fixed transform gizmo sizing in the entity editor
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11 anos atrás |
Ivan Safrin
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92920fd47d
Tweaked binding generation to allow for receiving charCode from InputEvent in Lua, added an option for SceneSounds to play and loop automatically when loaded as part of a SceneEntityInstance, added an option for it to the entity editor in the IDE
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11 anos atrás |
Ivan Safrin
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6ebb5576d0
Added CoreInput accessor to CoreServices
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11 anos atrás |
Ivan Safrin
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213fd02556
Fixed mesh particle emitter to work with new mesh system
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11 anos atrás |
Ivan Safrin
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1194dfe5ba
Merge branch 'master' of https://github.com/ivansafrin/Polycode
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11 anos atrás |
Ivan Safrin
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edc12c482c
Fixed get image part
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11 anos atrás |
Ivan Safrin
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4c3720bfed
Added a SceneMesh sheet for entity editor, made SceneMeshes that have VBOs and a skeleton not use VBOs unless the setting to send bone matrices to the material is on
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11 anos atrás |
Ivan Safrin
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6a1b8a5969
Added overloaded Number multiplication operator for Vector2
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11 anos atrás |
Ivan Safrin
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5f660b6530
Added an OBJ file saving feature to Mesh
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11 anos atrás |
Ivan Safrin
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8199141b22
Fixed SceneSprite details being saved twice due to merge error
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11 anos atrás |
Ivan Safrin
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aa2a42fd06
Merge branch 'master' of https://github.com/ivansafrin/Polycode
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11 anos atrás |
Ivan Safrin
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d9d7ff88d6
Fixed distance not being returned properly in ray/box intersection code, made editor icons lower resolution and smaller
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11 anos atrás |
Ivan Safrin
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98042c1598
Fixed a crash because of uninitialized gl function pointer, Disabled console in the IDE on windows
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11 anos atrás |
Ivan Safrin
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ecb0a55466
Fix for missing gl function on Windows
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11 anos atrás |
Ivan Safrin
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d4cc4f457f
Fixed Bone::getName not parsing properly into bindings, fixed scaled 3d objects not being tracked properly by the 3d physics module, fixed some mesh generation stuff broken by mesh rewrite
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11 anos atrás |
Ivan Safrin
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7d86739ff5
Fixed Lua bindings not returning NULL pointer members in C++ classes properly, added a Lua-accessible vector multiply method to Matrix4, added an option to disable animations in a specific skeleton bone, fixed SceneLabel saving in entity editor broken in previous commit, minor 3d physics bugfixes, fixed bounding box calculation bug in Mesh introduced by recent mesh changes
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11 anos atrás |
Ivan Safrin
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d50a95ef10
Added GPU skinning vertex shader to default pak
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11 anos atrás |
Ivan Safrin
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8be60d9cb7
Optimized mesh skinning further, added support for GPU skinning
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11 anos atrás |