Merge branch 'development' into snapwork

This commit is contained in:
Azaezel 2017-03-05 22:58:29 -06:00
commit 397ba19805
2347 changed files with 296562 additions and 91 deletions

View file

@ -0,0 +1,20 @@
<TorsionProjectOptions>
<Address>127.0.0.1</Address>
<Password>password</Password>
<Port>6060</Port>
<LastConfig>Debug</LastConfig>
<Breakpoints/>
<Bookmarks/>
<OpenFiles>
<File ScrollX="0" ScrollY="0">art\main.cs</File>
<File ScrollX="0" ScrollY="9">core\main.cs</File>
<File ScrollX="0" ScrollY="9">..\..\Empty\game\core\main.cs</File>
<File ScrollX="0" ScrollY="15">..\..\BaseGame\game\core\main.cs</File>
<File ScrollX="0" ScrollY="130">core\scripts\client\postFx\MLAA.cs</File>
<File ScrollX="0" ScrollY="228">core\scripts\client\postFx\ssao.cs</File>
<File ScrollX="0" ScrollY="114">core\scripts\client\postFx\hdr.cs</File>
<File ScrollX="0" ScrollY="0">core\scripts\client\postFx\dof.cs</File>
<File ScrollX="0" ScrollY="9">core\scripts\client\postFx\caustics.cs</File>
<File ScrollX="0" ScrollY="0" Active="true">..\..\..\..\..\RnDBuildTest\My Projects\RnDTest\game\modules\TheFactory\components\FakeGISpotlight.cs</File>
</OpenFiles>
</TorsionProjectOptions>

View file

@ -28,6 +28,12 @@ $WORD::BITDEPTH = 3;
$WORD::REFRESH = 4;
$WORD::AA = 5;
//We need to hook the missing/warn material stuff early, so do it here
$Core::MissingTexturePath = "core/art/missingTexture";
$Core::UnAvailableTexturePath = "core/art/unavailable";
$Core::WarningTexturePath = "core/art/warnMat";
$Core::CommonShaderPath = "shaders/common";
//---------------------------------------------------------------------------------------------
// CorePackage
// Adds functionality for this mod to some standard functions.

View file

@ -162,7 +162,7 @@ singleton PostEffect( MLAAFx )
texture[0] = "$inTex"; // Edges mask
texture[1] = "$inTex"; // Edges mask
texture[2] = "AreaMap33.dds";
texture[2] = "./AreaMap33.dds";
};
new PostEffect()

View file

@ -58,7 +58,7 @@ singleton PostEffect( CausticsPFX )
shader = PFX_CausticsShader;
stateBlock = PFX_CausticsStateBlock;
texture[0] = "#prepass";
texture[1] = "textures/caustics_1";
texture[2] = "textures/caustics_2";
texture[1] = "./textures/caustics_1";
texture[2] = "./textures/caustics_2";
target = "$backBuffer";
};

View file

@ -200,7 +200,7 @@ singleton PostEffect( SSAOPostFx )
stateBlock = SSAOStateBlock;
texture[0] = "#prepass";
texture[1] = "noise.png";
texture[1] = "./noise.png";
texture[2] = "#ssao_pow_table";
target = "$outTex";

View file

@ -1 +0,0 @@
# Keep directory in git repo