William Moberg
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03d5f0dd67
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Added an macro IF_DEBUG_IS(x) that executes if run in debug mode, AABB has a check so max and min corners are set properly in debug mode.
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2015-12-17 13:31:54 +01:00 |
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William Moberg
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a23d69af9a
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Removed old relics from OctTree testing in OctTree.
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2015-12-16 17:08:55 +01:00 |
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William Moberg
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6d1cbd928e
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Improved collision logic, still not perfect since it updates before PlayerSystem.
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2015-12-16 16:34:27 +01:00 |
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William Moberg
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cf0ff9bfe5
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Simple quickly made CollisionSystem.
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2015-12-16 12:23:08 +01:00 |
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William Moberg
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d10df6ae09
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TriggerSystem implemented and working.
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2015-12-16 12:22:15 +01:00 |
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William Moberg
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99b76d7ae1
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Fixed returning address to temporary in functions. AABB also constructible from glm::vec4s.
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2015-12-16 12:19:43 +01:00 |
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William Moberg
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04a01104b5
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Merge branch 'master' into OctTree
# Conflicts:
# src/Engine/CMakeLists.txt
# src/Game/Game.cpp
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2015-12-15 17:11:11 +01:00 |
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William Moberg
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ed82a0939a
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Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
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2015-12-15 15:37:14 +01:00 |
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William Moberg
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e2417be8c7
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Very simple CollisionSystem made, 'Z','Y' to toggle on/off.
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2015-12-15 15:36:28 +01:00 |
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William Moberg
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170610bcb1
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Added a TriggerSystem, seems to work as intended.
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2015-12-15 14:49:52 +01:00 |
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verysecrethero
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454ed0032b
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Refactored some RayVsModel tests
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2015-12-15 14:01:49 +01:00 |
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verysecrethero
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1229a99af4
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Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
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2015-12-15 11:07:51 +01:00 |
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verysecrethero
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8e431c8edd
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RayVsModel && RayVsAABB tests added and working. Also adjusted RayVsModel,RayVsAABB with deltas when values are very close to each other (floatingprecision problems)
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2015-12-15 11:07:09 +01:00 |
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Jace
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51dd627ae3
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Added Fonts to deploy.bat
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2015-12-15 09:49:43 +01:00 |
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Jace
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c296c4eb3b
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Fixed picking pass... again...
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2015-12-15 09:49:38 +01:00 |
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Jace
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422e6f5264
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Created a RenderState for ImGuiRenderPass
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2015-12-14 20:26:04 +01:00 |
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Viktor Ljung
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9cee8b5478
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Merge pull request #16 from teamfisk/Editor
Added BlendEquation and BlendFunc to RenderState ...
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2015-12-14 20:25:10 +01:00 |
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Jace
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522679b14c
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Added BlendEquation and BlendFunc to RenderState, and cleaned it up A LOT
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2015-12-14 20:23:29 +01:00 |
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Viktor Ljung
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25683e8a8a
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Merge pull request #15 from teamfisk/Editor
Editor
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2015-12-14 19:05:27 +01:00 |
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verysecrethero
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948f6d5de7
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RayVsModel & RayVsAABB comparison continued
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2015-12-14 17:53:11 +01:00 |
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William Moberg
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ae7d4b9097
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Put Collision folder in CMakeLists.txt and altered paths.
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2015-12-14 17:35:39 +01:00 |
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William Moberg
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e6fa9df3a5
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Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
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2015-12-14 17:08:51 +01:00 |
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William Moberg
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59095c2ce5
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Started on CollisionSystem and TriggerSystem. Moved collision code to Collision folder.
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2015-12-14 17:08:00 +01:00 |
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verysecrethero
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7f8e78c8cd
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RayVsModel tests in progress
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2015-12-14 17:04:35 +01:00 |
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Jace
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cddd9026fb
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Toggle editor with "ToggleEditor" command. Enable editor with "Debug.EnableEditor" config variable.
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2015-12-14 16:12:52 +01:00 |
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Jace
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ea239b19bd
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Fixed component type resolution order to prioritize custom types before native ones, since namespace information doesn't exist at that stage.
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2015-12-14 16:12:20 +01:00 |
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Jace
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f8d927cd91
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Don't render invisible model components
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2015-12-14 16:11:37 +01:00 |
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Jace
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798c73132e
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Fixed ScreenCoords::ToPixelData stack corruption
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2015-12-14 16:11:08 +01:00 |
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Jace
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fb2cd0c6ae
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Fixed float angle wrapping
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2015-12-14 15:20:55 +01:00 |
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Jace
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bc6a211276
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Removed RenderState log spam
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2015-12-14 14:54:19 +01:00 |
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Jace
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7719274a37
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Correct asset reference for fonts
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2015-12-14 14:54:03 +01:00 |
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Jace
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797036c204
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Fixed picking event
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2015-12-14 14:24:11 +01:00 |
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Jace
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3a9577c9fb
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fixup! Enabled rendering "transparency"
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2015-12-14 14:08:37 +01:00 |
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Jace
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545869e342
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Added scene graph UI to Editor
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2015-12-14 13:58:28 +01:00 |
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Jace
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07c4744436
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Added World DeleteEntity, HasComponent and GetEntityChildren
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2015-12-14 13:58:27 +01:00 |
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Jace
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b8620eac26
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Made debug camera detect UI focus properly
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2015-12-14 13:58:27 +01:00 |
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Jace
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7bc492134d
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Enabled rendering "transparency"
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2015-12-14 13:58:24 +01:00 |
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Jace
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7c1182c28f
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Fixed absolute positions once and for all (maybe?)
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2015-12-14 13:57:56 +01:00 |
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Jace
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2f3843e595
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Editor version 1
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2015-12-14 13:57:55 +01:00 |
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Jace
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5f3c234819
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Added DeleteComponent function to world
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2015-12-14 13:57:54 +01:00 |
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Jace
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9a119f38bb
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Added events processing to SystemPipeline
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2015-12-14 13:57:54 +01:00 |
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Jace
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524af211e0
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Made resource loading fail gracefully when a resource can't be loaded. Resources should now throw exceptions in their constuctor if the resource can't be loaded. This will result in ResourceManager::Load returning null.
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2015-12-14 13:57:53 +01:00 |
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Jace
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91ace0d2a0
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Fixed bug in ComponentPool::Delete. Wasn't taking EntityID into account when freeing memory.
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2015-12-14 13:57:53 +01:00 |
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Jace
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2018ba27ae
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Added KnowsEntity function to ComponentPool to query whether an entity has a component attached
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2015-12-14 13:57:52 +01:00 |
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Jace
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b66cf47ff0
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Revert "Clearing raw input events from event broker to encourage use of input commands instead"
This reverts commit 2e7e8d3546.
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2015-12-14 13:57:52 +01:00 |
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Jace
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e5084e13ec
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Added EditorSystem
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2015-12-14 13:57:51 +01:00 |
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Jace
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8a6030bf57
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Added support for "Impure" systems, which only update once per frame and contain their own logic for manipulating the world, instead of relying on a single list of components.
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2015-12-14 13:57:51 +01:00 |
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Jace
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2e321e15a5
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Cleaned up ImGuiRenderPass
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2015-12-14 13:57:50 +01:00 |
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Jace
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c81a054601
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Subscribed ImGui to MouseScroll event
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2015-12-14 13:57:50 +01:00 |
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Jace
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af14d60493
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Added MouseScroll event to input manager
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2015-12-14 13:57:49 +01:00 |
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