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cameraFXMgr.cpp
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
cameraFXMgr.h
Fix: Added missing virtual destructors for classes with virtual functions.
2014-05-06 12:40:46 +04:00
explosion.cpp
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
explosion.h
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
fxFoliageReplicator.cpp
Parametrize script extension, default to 'tscript'
2021-01-19 21:32:31 +01:00
fxFoliageReplicator.h
ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting.
2017-07-27 00:18:38 +01:00
fxShapeReplicator.cpp
Parametrize script extension, default to 'tscript'
2021-01-19 21:32:31 +01:00
fxShapeReplicator.h
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
groundCover.cpp
Corrected ShapeAsset array initpersist macro to assign arraySize
2021-08-08 23:44:17 -05:00
groundCover.h
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
lightning.cpp
uninitialized variables-t3d
2020-05-11 15:30:21 -05:00
lightning.h
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
particle.cpp
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
particle.h
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
particleEmitter.cpp
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
particleEmitter.h
ribbon particle resource port
2021-02-07 13:43:21 -06:00
particleEmitterNode.cpp
Fixed type inference for nulls in console functions
2017-01-06 17:18:37 -05:00
particleEmitterNode.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00
precipitation.cpp
Added shapeFile field to TSForestItemData convert setting
2021-07-28 12:01:17 -05:00
precipitation.h
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
ribbon.cpp
uninitialized variables-t3d
2020-05-11 15:30:21 -05:00
ribbon.h
ribbon classvar cleanup
2018-03-13 21:24:37 -05:00
ribbonNode.cpp
Fixed type inference for nulls in console functions
2017-01-06 17:18:37 -05:00
ribbonNode.h
uninitialized variables-t3d
2020-05-11 15:30:21 -05:00
splash.cpp
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
splash.h
Converts all game, gui editor, and system classes to utilize assets
2021-07-19 01:07:08 -05:00
windEmitter.cpp
tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
2017-12-27 22:57:47 -06:00
windEmitter.h
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00