Tobias Dahl
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8a66b1e5c8
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Merge pull request #119 from teamfisk/AssaultBoost
BoostSystem
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2016-03-02 16:44:49 +01:00 |
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verysecrethero
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3c8df35be9
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Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
# src/Game/Game.cpp
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2016-03-02 15:59:16 +01:00 |
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Joachim Pettersson
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f761416e20
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Merge pull request #152 from teamfisk/PickupBranch
Added the already-at-maxammo/health-savetrigger for the PickupSystems
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2016-03-02 15:41:44 +01:00 |
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Tleety
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502a290d36
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Merge branch 'master' into HUD-Timers
# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/PlayerRed.xml
# resources/Schema/Types/Entity.xsd
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2016-03-02 14:22:13 +01:00 |
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stiffly
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1217b25d02
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DashEffect will now spawn a player model behind the player that will fade out .
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2016-03-02 14:15:20 +01:00 |
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Tleety
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a2b938d8f6
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Merge branch 'master' into CPArrow
# Conflicts:
# resources/Schema/Entities/Player.xml
# resources/Schema/Entities/PlayerRed.xml
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2016-03-02 13:58:44 +01:00 |
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Tleety
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ab7fd89546
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Should now correctly track if another player takes your last capture point
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2016-03-02 13:56:35 +01:00 |
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viktorljung
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8422742a9e
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-02 13:50:08 +01:00 |
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William Moberg
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06d60f9884
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Merge branch 'master' into Respawning
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2016-03-02 13:47:03 +01:00 |
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William Moberg
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629ebb871f
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SpectatorCamera shows capturepoint HUD and respawntimer. It no longer requires CapturePointGameMode component to work.
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2016-03-02 13:45:49 +01:00 |
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viktorljung
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07ccb9c041
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AutoAnimationBlend on unique node working but scale is not working correctly
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2016-03-02 13:30:04 +01:00 |
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Tobias Dahl
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2fb3bb2a39
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Merge pull request #153 from teamfisk/RenderSetingsV2
Shield and stuff
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2016-03-02 13:15:52 +01:00 |
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Teejoon
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de9657700b
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Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy
Player cameras should have nearclip fater away and far clip nearer.
Defaultconfig push
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2016-03-02 11:59:48 +01:00 |
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verysecrethero
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4652cd7861
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Added the already-at-maxammo/health-save-trigger for the PickupSystems
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2016-03-02 11:53:04 +01:00 |
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Jocke
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cfba8efd24
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WritePrimitive would spam a warning when snapshots got bigger than 512 and it got resized.
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2016-03-02 10:59:03 +01:00 |
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verysecrethero
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03a35d0f5e
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Merge pull request #149 from teamfisk/FixNetworkBugs
Seems OK
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2016-03-02 10:11:52 +01:00 |
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Tobias Dahl
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e4e9af5d9c
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Merge pull request #148 from teamfisk/DashFixBranch
Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility…
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2016-03-02 10:05:02 +01:00 |
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Teejoon
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ef66f3ebe5
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Transparancy with shild fix
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2016-03-01 23:14:23 +01:00 |
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Jace
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39369aa3e5
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Merge pull request #150 from teamfisk/EditorCameraSpeedFix
Fixed editor camera speed changing when scrolling on UI elements
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2016-03-01 22:51:16 +01:00 |
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Jace
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6eb0b83d6b
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Fixed editor camera speed changing when scrolling on UI elements
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2016-03-01 22:47:43 +01:00 |
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Tleety
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ab40fa715b
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The arrow should now track CapturePoints correctly at start and when they are captured.
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2016-03-01 21:57:30 +01:00 |
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Tleety
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a38c18fd3a
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Merge remote-tracking branch 'origin/master' into CPArrow
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2016-03-01 20:33:30 +01:00 |
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Tleety
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6281e20000
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Arrow should now track the CapturePoint specified in the Component.
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2016-03-01 20:31:09 +01:00 |
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FakeShemp
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1ae2f3f5f3
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Begin clean-up
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2016-03-01 19:10:13 +01:00 |
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verysecrethero
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f147929aa9
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Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility). Fixed 2 warnings
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2016-03-01 17:57:18 +01:00 |
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Jocke
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aadfdfdd90
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AmmoPickups and HealthPickups will only spawn on the server. When a ammo pickup is taken the Server will send an Event to that
Client and it will update its ammo.
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2016-03-01 17:55:00 +01:00 |
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verysecrethero
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15195964da
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ECaptured: added NextCapturePoint entitywrapper. Changed CapturePointID to CapturePointTakenID. Fixed so CapturePoints works in singleplayer again. Captured event is now sent in the next Update, since the information for NextCapturePoint is needed
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2016-03-01 17:34:30 +01:00 |
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William Moberg
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a9762f44ca
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Merge branch 'master' into Respawning
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2016-03-01 17:34:23 +01:00 |
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William Moberg
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3d4427dd20
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Added entity SpectatorCamera that shows respawntime, will activate when explosion effect is deleted.
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2016-03-01 17:32:14 +01:00 |
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Tleety
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b0a66f9e83
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Components for CapturePoint arrow HUD element and a system skeleton
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2016-03-01 16:19:59 +01:00 |
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FakeShemp
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e23ea78aeb
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Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
# resources/Shaders/ForwardPlus.frag.glsl
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2016-03-01 13:04:11 +01:00 |
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Teejoon
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77eaa45702
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Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-01 12:11:27 +01:00 |
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FakeShemp
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0908be1e02
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Shadows are pretty much done.
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2016-02-29 19:45:56 +01:00 |
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FakeShemp
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70374fa10e
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It compiles, but no shadows
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2016-02-29 18:20:32 +01:00 |
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William Moberg
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658eace093
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Added component CapturePointGameMode that contains respawntime.
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2016-02-29 18:20:14 +01:00 |
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FakeShemp
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20468cba1b
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Merge branch 'master' into Shadows
# Conflicts:
# assets
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
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2016-02-29 18:03:00 +01:00 |
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viktorljung
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5bc0483f49
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Removed AnimationOffset and improved BlendTree
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2016-02-29 15:51:37 +01:00 |
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Teejoon
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df7ace6626
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We only uses one depth buffer now
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2016-02-29 11:44:29 +01:00 |
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Jace
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bb76c9d248
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WIP multi-weapon behaviours
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2016-02-29 06:58:57 +01:00 |
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FakeShemp
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6dd7f1a657
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Buggy transparent shadows.
Transparent textures might glow.
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2016-02-28 18:00:23 +01:00 |
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Tleety
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144e548b7a
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Added AbilityCooldownHUD component and system to track the cooldown on the dashability, this needs to be extended for other abilities when they are implemented. However current dash time needs to be included into the component, since we can currently just see the max cooldown time.
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2016-02-28 17:17:24 +01:00 |
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Teejoon
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9cbc6f7755
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Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
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2016-02-28 16:16:22 +01:00 |
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Teejoon
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d3a245606a
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SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
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2016-02-28 15:02:40 +01:00 |
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FakeShemp
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14b0a64720
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begin fixing transparent object's shadows
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2016-02-27 18:42:51 +01:00 |
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FakeShemp
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8647267cad
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Make code less dumb, save 7 fps
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2016-02-27 18:04:33 +01:00 |
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FakeShemp
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38d8cdded2
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Texture Array is now working. Enjoy your single Bind().
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2016-02-27 15:53:28 +01:00 |
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Teejoon
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b320d8d1e4
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WIP
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2016-02-26 18:01:38 +01:00 |
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FakeShemp
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22c391df54
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Initial work on texture arrays
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2016-02-26 17:40:35 +01:00 |
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Teejoon
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62e22d3821
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Fix
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2016-02-26 13:32:16 +01:00 |
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Teejoon
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0805375483
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Deleted SSAO sliders except Quality
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2016-02-26 13:25:19 +01:00 |
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