Commit graph

11 commits

Author SHA1 Message Date
Areloch
b759bde0c0
Merge pull request #2043 from John3/toolShapes_3
cleaning the modules
2019-03-31 14:41:35 -05:00
Areloch
7b4fdd8b81 Properly converted Spectator and FPS Gameplay modules' levels to utilize Scene 2019-03-16 03:13:47 -05:00
Areloch
db29b9b0a2 Updated the module definitions for core module-ification. 2018-09-02 04:54:59 -05:00
Areloch
b2da7162ca
Merge pull request #2185 from John3/old_dml
delete old dml
2018-02-10 18:32:55 -06:00
Areloch
c7e9187987 Corrects level asset defines in the FPSGameplay and SpectatorGameplay modules. 2018-02-01 01:50:38 -06:00
Johxz
19248e7247 delete old dml 2018-01-31 20:46:17 -06:00
Areloch
eca92e695a Level asset declarations for the Full and SpectatorGameplay modules. 2018-01-28 17:10:13 -06:00
Johxz
0878327304 remove unused portal shape from spectator module 2017-07-10 19:53:37 -05:00
Johxz
9854aaffa2 correct materials.cs 2017-07-10 19:52:20 -05:00
Johxz
ae56edd013 removed unnecessary shapes from spectator module 2017-07-10 19:24:21 -05:00
Areloch
d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00