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cameraFXMgr.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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cameraFXMgr.h
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Fix: Added missing virtual destructors for classes with virtual functions.
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2014-05-06 12:40:46 +04:00 |
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explosion.cpp
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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explosion.h
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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fxFoliageReplicator.cpp
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Parametrize script extension, default to 'tscript'
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2021-01-19 21:32:31 +01:00 |
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fxFoliageReplicator.h
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ground-cover -- Adds an ambient modulation bias to control how much the foliage images are modulated by the sun's ambient light setting.
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2017-07-27 00:18:38 +01:00 |
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fxShapeReplicator.cpp
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Parametrize script extension, default to 'tscript'
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2021-01-19 21:32:31 +01:00 |
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fxShapeReplicator.h
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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
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2017-06-23 11:36:20 -05:00 |
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groundCover.cpp
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we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid.
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2021-07-29 11:12:07 -05:00 |
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groundCover.h
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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lightning.cpp
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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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lightning.h
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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
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2017-06-23 11:36:20 -05:00 |
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particle.cpp
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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particle.h
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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particleEmitter.cpp
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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particleEmitter.h
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ribbon particle resource port
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2021-02-07 13:43:21 -06:00 |
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particleEmitterNode.cpp
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Fixed type inference for nulls in console functions
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2017-01-06 17:18:37 -05:00 |
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particleEmitterNode.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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precipitation.cpp
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Added shapeFile field to TSForestItemData convert setting
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2021-07-28 12:01:17 -05:00 |
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precipitation.h
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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ribbon.cpp
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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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ribbon.h
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ribbon classvar cleanup
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2018-03-13 21:24:37 -05:00 |
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ribbonNode.cpp
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Fixed type inference for nulls in console functions
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2017-01-06 17:18:37 -05:00 |
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ribbonNode.h
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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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splash.cpp
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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splash.h
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Converts all game, gui editor, and system classes to utilize assets
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2021-07-19 01:07:08 -05:00 |
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windEmitter.cpp
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tAlgorythm fed namespace T3D for better library interoperability. resulted in the need to specify usage in... a few places.
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2017-12-27 22:57:47 -06:00 |
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windEmitter.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |