Torque3D/Engine/source
2017-10-09 17:15:57 -05:00
..
app kills off the last vestiges of xenon support 2017-07-09 15:05:56 -05:00
assets Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
cinterface Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00
collision Merge pull request #1801 from Azaezel/registerRemoval 2016-10-21 20:04:42 +02:00
console Updates the VariableInspector, VariableGroup and VariableField objects to actually be useful. In addition to the original functionality of being able to have a var name passed in and search for all vars with that in it, it also lets you build out a completely custom Inspector. 2017-09-21 02:49:36 -05:00
core ColorI::fromLinear fix 2017-08-13 19:39:44 +10:00
environment method to make sure we're not getting pixel shader inputs mixed with outputs. 2017-07-09 15:15:30 -05:00
forest 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
gfx Merge pull request #2057 from OTHGMars/GFXFormatStrs 2017-09-21 16:56:15 -05:00
gui Merge pull request #2089 from Areloch/VariableInspectorRefactor 2017-09-27 15:31:26 -05:00
i18n localization augmentations via rlranft RE: http://forums.torque3d.org/viewtopic.php?f=12&t=642&hilit=localization 2016-06-06 09:42:00 -05:00
lighting 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
main Pass by const reference 2015-02-20 18:42:32 -05:00
materials begun adding uniform hooks 2017-10-07 14:36:58 -05:00
math Corrects OpenGL projection matrix 2017-08-25 13:13:47 +10:00
module Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
navigation profiling blocks for navmesh subsystem analysis 2017-04-05 13:04:25 -05:00
persistence 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
platform Merge pull request #2070 from Azaezel/OVRoops 2017-08-24 00:06:35 -05:00
platformMac whitespace 2017-01-11 23:34:46 -05:00
platformPOSIX Call the correct system rename 2017-01-13 14:40:10 -05:00
platformSDL 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
platformWin32 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
platformX86UNIX Corrections suggested by timmy for both consistency, and making sure to catch all potential types. 2016-07-08 22:48:24 -05:00
postFx 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
renderInstance 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
scene method to make sure we're not getting pixel shader inputs mixed with outputs. 2017-07-09 15:15:30 -05:00
sfx kills off the last vestiges of xenon support 2017-07-09 15:05:56 -05:00
shaderGen Added support for uniforms, textures and samplers. 2017-10-09 17:15:57 -05:00
sim whitespace 2017-01-11 23:34:46 -05:00
sqlite Mac compile fix for SQLiteObject 2017-09-10 09:52:25 +10:00
T3D Merge pull request #2045 from OTHGMars/PhysShapeChange 2017-08-04 00:33:26 -05:00
terrain Initial implementation of Custom Shader Features. 2017-10-05 17:04:51 -05:00
testing All unit tests that run now pass. 2014-09-29 11:38:44 +10:00
ts begun adding uniform hooks 2017-10-07 14:36:58 -05:00
util 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
windowManager Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling. 2017-09-23 15:43:09 -05:00
.gitattributes Somebody broke SDL when they updated it. The new version depends on AudioToolbox, so added that as dependency in torque3d.cmake 2017-01-13 10:42:52 -05:00
ggEndOfLineFix.txt Engine directory for ticket #1 2012-09-19 11:15:01 -04:00