marauder2k7
efbe5e90f5
virtuals removed
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virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00
AzaezelX
fbcfe02098
clean up "Add" menubar categoes on the 3d object side via the following:
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SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
AzaezelX
ef652ad8b9
clean out of the manual getSFXProfile() methods
2021-09-26 20:07:49 -05:00
marauder2k7
57aceb60fb
QOC
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Code cleaning of unnecessary else'
Remove unnecessary dynamic_casts
2021-09-20 17:57:16 +01:00
marauder2k7
704eb27600
More Implements
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-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
2021-09-20 13:07:50 +01:00
Areloch
2a8f8c15f3
Shifted long-form check/fetch of sound asset's SFXProfile to a convenience function
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Fixed formatting on projectImporter.tscript file
2021-09-18 02:46:15 -05:00
Areloch
17d1253ba2
Converts precipitationData to use sound asset macros
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Adds handling for soundProfile fields and lookups of sound assets by SFXProfile name in project importer
2021-09-15 00:41:23 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00