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
marauder2k7
63b2aba467
Apply suggestions from code review
2023-07-19 15:41:24 +01:00
marauder2k7
e325902bac
init commit
2023-07-19 13:36:14 +01:00
AzaezelX
1b33b01eb1
add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values
2023-01-28 16:12:05 -06:00
AzaezelX
f5a34308f9
add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector
2023-01-27 01:13:15 -06:00
AzaezelX
e45b959d7d
correct imageassetarrays having a singular texture profile as oposed to a type per.
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while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
2021-11-03 12:30:52 -05:00
AzaezelX
f5600826d7
Merge branch 'Preview4_0' into SoundAssetImplements
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# Conflicts:
# Engine/source/T3D/assets/assetImporter.cpp
# Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor
1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
2021-10-04 20:04:21 -04:00
AzaezelX
98a079a797
code duplication prune. should aid in stability
2021-10-03 02:56:26 -05:00
AzaezelX
b73353a446
we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid.
2021-07-29 11:12:07 -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
rextimmy
5a933c00d3
Removed old fixed function code from GFX.
2021-01-05 12:57:17 +10:00
Lukas
47411e2d3a
Properly mark Parent class of DebugDrawer for Console hierarchy
2020-11-15 21:30:45 +01:00
Areloch
8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
2020-09-19 18:25:10 -05:00
Azaezel
d484a1a46e
apply consistent colorspace to cubemaps
2018-10-17 21:04:41 -05:00
Areloch
1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
Areloch
b4a1d18f42
Core implementation of Physical Based Rendering.
2018-09-15 20:19:57 -05:00
Azaezel
8bc4858fa3
companion to #2203 : corrects a couple backend profile assignment mismatches found with @rextimmys debug spew
2018-02-13 02:51:28 -06:00
rextimmy
a2fa9838e5
DDS cubemap support
2017-07-07 15:59:02 +10:00
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
Areloch
121d65215e
Tweaks any enums that use uint_max values so that they have hard types to avoid any compiler kerfluffles with C++11 value narrowing, specifically pertaining to clang.
2016-10-17 01:00:12 -05:00
James Urquhart
212ac36cc1
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
James Urquhart
1b2abbeaaa
Allow DebugDraw not to flush the draw queue
2016-09-11 22:42:42 +01:00
James Urquhart
0ac3d95cb9
Add more outline functions to DebugDraw
2016-09-11 22:42:42 +01:00
Anis
9a2a5b2a90
compile fix.
2016-02-18 16:49:06 +01:00
Azaezel
005c3c4b36
From Dušan Jocić: additional debugdraw entries. DirectionLine, OutlinedText, Capsule
2015-07-29 01:41:09 -05:00
LuisAntonRebollo
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
Azaezel
901ceb943d
deprecated functionality. T3D handles this in the reflector class.
2014-07-09 15:46:15 -05:00
LuisAntonRebollo
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
2014-04-13 17:57:40 +02:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00