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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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Merge branch 'alpha40_explodeNorm' of https://github.com/Azaezel/Torque3D into Preview4_0_w_alph40_cleanups
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2020-05-16 02:18:35 -05:00 |
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explosion.h
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datablock-temp-clone -- Implements creation of temporary datablock clones to allow late substitution of datablock fields.
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2017-07-26 21:10:43 +01:00 |
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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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Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
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2021-01-03 08:58:53 -06:00 |
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groundCover.h
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Assetifies MeshRoad, Decal Road, and the material slot of GroundCover
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2021-01-03 08:58:53 -06:00 |
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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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As suggested, extract strlen calls from sizes into variables so it isn't called twice
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2018-03-08 20:59:40 -05:00 |
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particle.h
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enhanced-particle -- Accounts for larger number of particle size keys.
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2017-07-26 23:24:08 +01:00 |
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particleEmitter.cpp
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ribbon particle resource port
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2021-02-07 13:43:21 -06:00 |
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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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Removed old fixed function code from GFX.
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2021-01-05 12:57:17 +10:00 |
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precipitation.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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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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uninitialized variables-t3d
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2020-05-11 15:30:21 -05:00 |
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splash.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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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 |