Lasse Öörni
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34df8b5e82
Fixed headless mode.
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%!s(int64=12) %!d(string=hai) anos |
Lasse Öörni
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a40fead7dc
Updated license for the new year.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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7d8558a51f
Applied massive patch from weitjong.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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88aaa46465
Corrected formatting issues. License.txt & Readme.txt encoded as UTF-8, source code uses ASCII encoding.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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948590623d
Added IntVector2 Variant type.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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f0b6d55b28
Enclosed Urho3D classes inside Urho3D namespace to avoid clashes with external libraries.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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eb3af6e90f
Animation state editing. Note: is a breaking change to AnimatedModel serialization, due to the extra variable needed!
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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8c581bf8bb
Cleaned up Doxygen comments.
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Lasse Öörni
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ab89278a5c
Create AnimatedModel morph vertex buffers on demand (when first non-zero morph weight set.)
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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d9cc388499
Mostly working skinned decals.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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e2790f81b0
To save GPU memory with many morphed instances of an AnimatedModel, copy only the morphable attributes into the morph vertex buffer, and read other (static) attributes from the original vertex buffer.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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a4c1924e04
Vertex & index buffer refactoring to unify feature set between graphics APIs, cleanup code, and prepare for Android OpenGL context loss handling.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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ef421ef32d
Initial Bullet constraint implementation.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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d62812df86
Comments cleanup and Batch refactoring.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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48190acfca
Eliminated most virtual function calls from getting Drawable batches.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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8a4351b8ec
Removed the IsLoading() flag from Serializable. Instead implemented separately in AnimatedModel, which is the only component that needs that information.
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%!s(int64=13) %!d(string=hai) anos |
Lasse Öörni
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a5681746e1
Added brief documentation on skeletal animation.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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cc3ee34f58
Increased occlusion buffer depth bias.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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1b08deec28
Fixed editor gizmo movement in local axes mode.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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950e37beb1
Refactored raycast query handling in preparation to threading it.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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cccb072a3d
Threaded light queries.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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f9d04676f8
Queue octree updates & reinsertions in a PODVector instead of a HashSet.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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721885ba4a
Divide geometry updates explicitly into main thread, worker threads, and none.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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c8089b1687
Initial work queue & multithreading support.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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353270e6c7
UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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9d077e78a8
Code cleanup.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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00cca6b83c
Zone system refactoring. Now objects check which zone they're in, for per-object ambient light and fog settings.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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7f7e8b970d
Added subgeometry centers to the model format for proper sorting of transparent geometries.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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1fd39c6922
Fixed TestSceneOld to randomize the scene similarly as in Urho3D 1.0.
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%!s(int64=14) %!d(string=hai) anos |
Lasse Öörni
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ad6243870b
Updated to newest kNet & AngelScript.
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%!s(int64=14) %!d(string=hai) anos |