Areloch
b9d8df5a4a
Includes a formatting fix for the SimPath change to make it compatible with DX11.
2016-03-28 22:47:22 -05:00
rextimmy
12621f876b
Added GFXFormatR8G8B8A8_SRGB format.
2016-03-28 10:05:16 +10:00
Jeff Hutchinson
3bb4fda47a
SDL epoxy stuff.
2016-03-25 21:11:42 -04:00
Jeff Hutchinson
7317848080
epoxy GLX extension interface
2016-03-25 21:03:01 -04:00
Azaezel
df3cb6cb44
case sensitivity typofix
2016-03-25 18:46:25 -05:00
Jeff Hutchinson
4cf6a30e05
cleanup
2016-03-25 13:44:22 -04:00
Jeff Hutchinson
6e692ea9cf
torque windows integration of epoxy
2016-03-25 13:41:38 -04:00
Jeff Hutchinson
b89d2a116e
cmake for epoxy and rip glew
2016-03-25 13:38:40 -04:00
Jeff Hutchinson
7b35ce3212
move gl_generated_dispatch.c
2016-03-25 13:38:14 -04:00
Areloch
1db77b728f
Merge pull request #1566 from JeffProgrammer/vs2015dxfix
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Looks good.
2016-03-25 09:05:54 -05:00
Jeff Hutchinson
6683fc0f24
remove glew
2016-03-25 02:19:48 -04:00
Jeff Hutchinson
1ceed22049
add epoxy for glew replacement
2016-03-25 02:16:38 -04:00
Jeff Hutchinson
e9efc05ebb
fix release build compile with MSVC 2015 (finally)
2016-03-24 14:22:45 -04:00
Anis
25e8cf4711
Merge pull request #1554 from Azaezel/MagicalSkyBox
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from @rextimmy automatically adds a sky feature to skies. (render so…
2016-03-22 12:59:09 +01:00
Anis
935bddca35
Merge pull request #1556 from Azaezel/splineSpelunking
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Path editor display augmentations.
2016-03-22 12:57:49 +01:00
Anis
7ccac9b9b7
Merge pull request #1550 from Azaezel/ResetGFX
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new method: ResetGFX();
2016-03-22 12:53:02 +01:00
Anis
e0133384e0
Merge pull request #1552 from Azaezel/aLovelyGlow
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should actually let HDR have a say for glows.
2016-03-21 19:31:21 +01:00
Anis
1d5a22cfea
Merge pull request #1553 from Azaezel/MRTMangle
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turns out independent sized render targets was causing lighting artif…
2016-03-21 19:28:49 +01:00
Anis
a769cda71a
Merge pull request #1560 from rextimmy/GL_FP_format_fix
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GL floating point format fix.
2016-03-21 19:18:04 +01:00
rextimmy
8667bd3ca2
GL floating point format fix.
2016-03-21 22:49:47 +10:00
Azaezel
e475b3060b
won't need that any more after this
2016-03-20 16:51:24 -05:00
rextimmy
bd60f3be1a
Direct3D11 CMake and Project Generator files.
2016-03-20 21:55:40 +10:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
rextimmy
3a9b50f702
Direct3D11 common shader changes.
2016-03-20 21:50:21 +10:00
rextimmy
1ff6f221fb
Direct3D11 GFX device.
2016-03-20 21:48:52 +10:00
OTHGMars
47b68f482e
This commits adds the testSpacials() and setSpacials() functions to test for overlaps and update the controllers capsule dimensions when the player pose changes.
2016-03-18 00:35:37 -04:00
Azaezel
7f4bfad10a
fix for broken caustics reference
2016-03-16 23:54:47 -05:00
Azaezel
ed264e4e12
from @rextimmy automatically adds a sky feature to skies. (render sorting and orientation. previously required setting in script.)
2016-03-16 18:10:07 -05:00
Azaezel
74e3ee5214
turns out independent sized render targets was causing lighting artifacting.
2016-03-16 00:45:57 -05:00
Azaezel
fd961db215
should actually let HDR have a say for glows.
2016-03-15 22:33:32 -05:00
Azaezel
067caec4a4
docstring. do note best practices is to internally trigger this kind of thing, but this way folks have a test-case to see if that is in fact the flaw for their derivatives.
2016-03-15 19:19:12 -05:00
Azaezel
cc618ce2e0
new method: ResetGFX();
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exposes the GFX->beginReset(); method to script to allow folks to force the gbuffer to reinitialize (if, say a custom element is holding on to data in a buffer and it needs a cleaning, to name one example)
2016-03-15 18:04:11 -05:00
Azaezel
4b983cf23e
exposes several datablock entries to the particle editor gui subsystem
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windCoefficient, animateTexture, framesPerSec, animTexFrames*, animTexTiling
*at time of writing, it will read and write this entry to disk, but will not update in realtime.
2016-03-11 23:36:00 -06:00
Azaezel
76228f2d0c
alpha masking for buttons. original attribution @dottools
2016-03-09 20:02:39 -06:00
Anis
7bba3ee2de
pushed a forgotten feature on OpenGL terrrain.
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added this: 69f2efab8f on OpenGL
2016-03-04 22:51:09 +01:00
Anis
87f62c427c
removed triangle fan draw on color picker
2016-03-04 22:18:12 +01:00
Anis
eb20b9e614
Merge pull request #1541 from Alex-doc/fix_crash_callOnChildren
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Fix crash callonchildren
2016-03-04 18:15:16 +01:00
Alex Piola
07cf85143b
fixes crash when callOnChildren
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Anis and me managed to fix this: #1508
2016-03-04 18:03:21 +01:00
Alex Piola
e9b0e966a3
Merge remote-tracking branch 'refs/remotes/GarageGames/development' into development
2016-03-04 15:10:20 +01:00
Anis
0e44147d62
Merge pull request #1540 from Alex-doc/zip_dts_loading
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Fix zipped dts loading
2016-03-04 15:05:21 +01:00
Alex Piola
d2d5b8d834
Fix zipped dts loading
2016-03-04 10:45:55 +01:00
Anis
61bae52c89
Merge pull request #1481 from Azaezel/AIExtracts
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Extacted AI tweaks:
2016-03-03 23:43:21 +01:00
Azaezel
262cc4bac1
Merge branch 'development' of https://github.com/GarageGames/Torque3D into AIExtracts
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Conflicts:
Engine/source/T3D/aiPlayer.cpp
2016-03-02 10:59:10 -06:00
Anis
570c3c9acf
Merge pull request #1539 from Azaezel/channelSwapShennanigans
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addresses https://github.com/GarageGames/Torque3D/issues/1537 via the…
2016-03-02 17:26:34 +01:00
Azaezel
9472bfd3ca
addresses https://github.com/GarageGames/Torque3D/issues/1537 via the following:
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908be4818f/Engine/source/materials/materialDefinition.cpp (L261) denotes power as sharpness, reflected in the size/falloff of a highlight halo *
908be4818f/Engine/source/materials/materialDefinition.cpp (L264) denotes strength as overall brightness of highlights. **
*and sharpness of reflection if using a cubemap.
** reflected in cubemapped objects as also degree of 'reflection' vs diffuse/albedo coloration.
2016-03-01 20:25:52 -06:00
Anis
c90dcdf54b
Merge pull request #1536 from Azaezel/flagFix
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opengl crashfix pow(x,y) needed to be passed matching vartypes.
2016-02-29 06:50:02 +01:00
Azaezel
1c854b6009
opengl crashfix pow(x,y) needed to be passed matching vartypes.
2016-02-29 04:17:42 -06:00
Areloch
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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Deferred shading
2016-02-27 15:08:20 -06:00
Areloch
c0e29d4a22
Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections.
2016-02-27 13:13:12 -06:00
Anis
fa5a6f3eae
Merge pull request #1535 from GarageGames/AbstractConObjects
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[CLONE] Add support for abstract ConObjects
2016-02-27 02:38:39 +01:00