Commit graph

2946 commits

Author SHA1 Message Date
Azaezel
aa31f862cd Sanity check to ensure detail levels shift in tandem for skinned meshes 2017-09-13 14:58:54 -05:00
Areloch
a45a55ad6e Merge pull request #2060 from Bloodknight/add_sqlite
SQLite Integration
2017-08-24 21:58:54 -05:00
Areloch
010fa23f00 Merge pull request #2068 from John3/navPath
add navPath from inside of WEditor
2017-08-24 21:54:15 -05:00
Areloch
6d4a620f33 Merge pull request #2070 from Azaezel/OVRoops
fix for overdark VR scene rendering
2017-08-24 00:06:35 -05:00
Areloch
d97155a398 Merge pull request #2074 from OTHGMars/ovr_srgb_no_dx9
from @Azaezel: fixes flaws found with openvr in production
2017-08-24 00:02:36 -05:00
OTHGMars
f23ddadc2a Fixed ovr compiling with srgb and DX9 removed. 2017-08-20 06:06:40 -04:00
Areloch
dc004f48ef Merge pull request #2072 from Areloch/VS2017_153_offsetof_patch
Hotfix to make VS2017 15.3 play nice.
2017-08-19 00:09:07 -05:00
Areloch
2ec57a9281 Hotfix to make VS2017 15.3 play nice. Offsetof behavior - specifically buildin - is unreliable(and broken in debug), so explicitly defining it to use a reliable method for now. 2017-08-18 23:28:25 -05:00
Azaezel
99703e7889 fix for overdark VR scene rendering 2017-08-18 15:42:30 -05:00
Johxz
db41c6ef2e add nav path from inside of editor 2017-08-15 22:41:36 -05:00
Areloch
478c8fcd0f Merge pull request #2067 from rextimmy/vs2017_3_fix
Support for VS 15.3 update
2017-08-15 08:32:22 -05:00
rextimmy
3f3bbf770d Support for VS 15.3 update 2017-08-15 21:39:22 +10:00
Areloch
9886f1d988 Merge pull request #2065 from rextimmy/d3d11_crash_fix
Fix potential crash with D3D11
2017-08-14 02:04:10 -05:00
Areloch
d1738071ff Merge pull request #2066 from rextimmy/color_fix
ColorI::fromLinear fix
2017-08-14 01:57:34 -05:00
rextimmy
3cb5f6ca21 ColorI::fromLinear fix 2017-08-13 19:39:44 +10:00
rextimmy
56ba98ac12 Fix potential crash with D3D11 2017-08-12 19:24:09 +10:00
Marc Chapman
9562414216 Removal of extraneous code 2017-08-11 22:27:18 +01:00
Areloch
d939a4440d Merge pull request #2062 from Bloodknight/xorswap
OPCODE lib - rewrite swap, add xorswap
2017-08-10 19:48:52 -05:00
Marc Chapman
4466b9ef33 change int to udword 2017-08-10 18:00:13 +01:00
Areloch
fb081992f9 Merge pull request #2063 from Azaezel/DirectXSoundSurpress
adress #1329 -flips off direc6tx sound by default
2017-08-09 22:53:20 -05:00
Azaezel
b3c945b971 adress #1329 -flips off direc6tx sound by default 2017-08-09 02:53:27 -05:00
Areloch
e15c4a7e62 Merge pull request #2051 from lukaspj/correct-terrain-colors-linear
Fix for terrain detail color blending post-linearization
2017-08-08 23:35:24 -05:00
Marc Chapman
f992b65b7c rewrite swap, add xorswap 2017-08-08 01:39:01 +01:00
Areloch
e2d3eeffaf Merge pull request #2055 from Areloch/CommonShaderPath_Improvement
Reworks the $Core::commonShaderPath variable usage
2017-08-04 00:58:34 -05:00
Areloch
9831dc947d Merge pull request #2041 from Azaezel/clearTextureStateImmediate
method to make sure we're not getting pixel shader inputs mixed with …
2017-08-04 00:58:13 -05:00
Areloch
6206816ee1 Merge pull request #2045 from OTHGMars/PhysShapeChange
PhysicsShapeData collision fix
2017-08-04 00:33:26 -05:00
Areloch
da10594d72 Merge pull request #2036 from Areloch/LightReflectionFix
Fix light rendering in reflections.
2017-08-04 00:28:32 -05:00
Marc Chapman
44d6bf79b9 Add SQLite files + cmake file 2017-07-30 16:26:46 +01:00
Areloch
d870fe8890 Removes the pointless getVariable call when doing the init on our smCommonShaderPath var. 2017-07-24 23:52:11 -05:00
Areloch
7567ca10c3 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 2017-07-24 00:40:27 -05:00
Lukas Jørgensen
f3fc5b1fc0 Fix for terrain detail color blending post-linearization 2017-07-20 11:32:17 +02:00
OTHGMars
2f3dc48f45 Fixes collision shape assignment after a PhysicsShapeData resource change signal is triggered. 2017-07-11 19:11:09 -04:00
Areloch
3d7c1bbbf7 Merge pull request #2040 from Azaezel/xenonCleanup
kills off the last vestiges of xenon support
2017-07-09 17:25:10 -05:00
Azaezel
bdafe9df43 forgot one 2017-07-09 15:41:54 -05:00
Areloch
fcd162450e Merge pull request #2034 from rextimmy/dds_cubemaps
DDS CubemapData support
2017-07-09 15:34:02 -05:00
Azaezel
6813f255d0 method to make sure we're not getting pixel shader inputs mixed with outputs. 2017-07-09 15:15:30 -05:00
Azaezel
6f78c9567c kills off the last vestiges of xenon support 2017-07-09 15:05:56 -05:00
Areloch
ea6a04e478 Merge pull request #2037 from Areloch/BaseGameToDate
Base game to date
2017-07-09 03:44:56 -05:00
Areloch
48cc53ed6b Merge pull request #2035 from Areloch/IF_Cleanup_2017fix
#if cleanup for the VS2017 workaround
2017-07-09 03:41:23 -05:00
Areloch
4da27f16b9 Merge pull request #2025 from John3/fixWarnMat
Fix load texture warnmat
2017-07-09 03:10:42 -05:00
Areloch
a81762234d Merge pull request #2027 from John3/portalFolder
move portal shape into a folder
2017-07-09 03:09:38 -05:00
Areloch
9ab86a4a5e Merge pull request #2026 from John3/nodeFilter
node filter for shape editor
2017-07-09 03:03:52 -05:00
Areloch
2c1183f5c1 * Intel GL Fix 2017-07-08 02:56:50 -05:00
Areloch
ebe541924f * 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 2017-07-08 02:56:09 -05:00
Areloch
bc0680e630 * Removes Direct3D9 functionality. 2017-07-07 03:13:43 -05:00
Areloch
c50e292500 * Fixed old names of decal properties
Renamed the screenStartRadius and screenEndRadius properties in the bulletHoleDecal datablock and ScorchRXDecal datablock to fadeStartPixelSize and fadeEndPixelSize properties, respectively, to match names of the properties as defined in the decalData.cpp file, as noted in issue #1498
Among other possible fixes, this makes the size of the bullet hole decal's actually random in size now, instead of always being the exact same size.

@AlexBarys
2017-07-07 03:09:21 -05:00
Areloch
300fb06fd7 * Fixed misspelling of dragCoefficient property
As noted in issue #1501, the dragCoefficient property was misspelled in multiple locations as "dragCoeffiecient"
This corrects the spelling in all of those locations.

@AlexBarys
2017-07-07 03:08:37 -05:00
Areloch
7e62b11502 Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum. 2017-07-07 02:55:56 -05:00
Areloch
7cc0373b48 #if cleanup for the VS2017 workaround 2017-07-07 02:12:43 -05:00
rextimmy
8bdccb3ff3 DDS cubemap support 2017-07-07 15:59:02 +10:00