Torque3D/Engine/source/T3D/fx
2021-07-29 11:12:07 -05:00
..
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 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
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