Jace
|
a715f7fe86
|
Merge branch 'master' into Movement
# Conflicts:
# include/Engine/Network/Client.h
# resources/DefaultConfig.ini
# resources/Schema/Entities/OverwatchCamera.xml
# resources/Schema/Types/Entity.xsd
|
2016-03-13 22:22:36 +01:00 |
|
Teejoon
|
5aaefc6e53
|
Animation optimization
|
2016-03-13 19:01:30 +01:00 |
|
viktorljung
|
44f46cda8d
|
Merge remote-tracking branch 'origin/master' into Movement
# Conflicts:
# include/Game/Systems/Weapon/DefenderWeaponBehaviour.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CP_Rocky2.xml
# resources/Schema/Entities/MuzzleFlashBlue.xml
# resources/Schema/Entities/MuzzleFlashFire.xml
# resources/Schema/Entities/MuzzleFlashRed.xml
# resources/Schema/Types/Entity.xsd
# resources/Shaders/Sprite.frag.glsl
# src/Game/Systems/AbilityCooldownHUDSystem.cpp
# src/Game/Systems/BoostIconsHUDSystem.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
# src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
# src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp
# src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp
|
2016-03-13 15:17:15 +01:00 |
|
Teejoon
|
958850903a
|
Moved ViewSpacePosition calculation from fragmenst shader to vertexshader
|
2016-03-13 00:08:49 +01:00 |
|
Teejoon
|
5146d21173
|
MSAA is now working
|
2016-03-12 22:22:53 +01:00 |
|
Jace
|
068e151741
|
Merge pull request #173 from teamfisk/ExplosionEffectV2
Explosion effect v2
|
2016-03-12 15:25:12 +01:00 |
|
Tleety
|
8e266984f4
|
Player HUD should now be ok, color of health still shit tho
|
2016-03-12 14:37:26 +01:00 |
|
Tleety
|
23e6a15c7f
|
Fixed the fill on sprites, added some config button components, started work on option menu
|
2016-03-11 11:31:53 +01:00 |
|
William Moberg
|
c9fef65c4f
|
Merge pull request #198 from teamfisk/Menu
Menu
|
2016-03-10 15:38:06 +01:00 |
|
Tleety
|
7e6288c597
|
Some merge fixes and some sprite fixes.
|
2016-03-10 15:36:33 +01:00 |
|
Tleety
|
329a15e08b
|
Bloom bad edge clamp fixed
|
2016-03-10 13:42:33 +01:00 |
|
Tleety
|
c3255519bf
|
Blur is now looking like real blur
|
2016-03-10 13:07:41 +01:00 |
|
Tleety
|
a2244e87ad
|
WIP, trying to get blur to work with mipmaps
|
2016-03-10 12:18:06 +01:00 |
|
FakeShemp
|
6c072aae45
|
Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
# Conflicts:
# resources/Schema/Components/ExplosionEffect.xml
# resources/Shaders/ExplosionEffect.geom.glsl
# src/Game/Systems/ExplosionEffectSystem.cpp
|
2016-03-10 11:49:51 +01:00 |
|
FakeShemp
|
68634126e5
|
Add moar optimization thingies and some xml clarifications
|
2016-03-10 11:43:11 +01:00 |
|
viktorljung
|
4e6ff16e58
|
Shadows for animated models and removed spam in console
|
2016-03-09 22:43:04 +01:00 |
|
Tleety
|
087facc22e
|
Textures are now able to keep their scale even though the sprite is scaled.
|
2016-03-09 22:22:32 +01:00 |
|
FakeShemp
|
e25c9ee690
|
Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.vert.glsl
# resources/Shaders/ForwardPlusSkinned.vert.glsl
# src/Engine/Rendering/Renderer.cpp
|
2016-03-09 19:38:55 +01:00 |
|
Teejoon
|
85e63acda0
|
removed standarduniforms
|
2016-03-09 17:36:30 +01:00 |
|
Teejoon
|
fad93ca5aa
|
Merge remote-tracking branch 'origin/master' into RendererBugFixes
Conflicts:
include/Engine/Rendering/DrawFinalPass.h
|
2016-03-09 16:54:26 +01:00 |
|
Teejoon
|
91cad561a4
|
Some more optimization and fixed sorting of render job objects in RenderSystem
|
2016-03-09 16:51:24 +01:00 |
|
Teejoon
|
d51bea798a
|
Merge remote-tracking branch 'origin/Render_Optimization' into RendererBugFixes
|
2016-03-08 16:20:23 +01:00 |
|
Teejoon
|
155d700a44
|
WIP
|
2016-03-08 16:19:56 +01:00 |
|
Tleety
|
01f29b6d4e
|
Blur behind buttons/sprites should now be working as intended.
|
2016-03-08 11:14:09 +01:00 |
|
Tleety
|
5c0d9070c7
|
WIP
|
2016-03-07 23:25:06 +01:00 |
|
FakeShemp
|
e494f6a495
|
Merge branch 'master' into Shadows
|
2016-03-07 19:46:04 +01:00 |
|
FakeShemp
|
2049d630e9
|
Revert "Revert "Shadows""
This reverts commit 73b8bff1f3.
|
2016-03-07 19:45:46 +01:00 |
|
FakeShemp
|
ee99821164
|
Add reverse and scalar for ColorByDistance
|
2016-03-07 15:45:06 +01:00 |
|
Tleety
|
47ece6a5bf
|
Changed shield component to track Active, so it and sprint glow full if they are active.
Changed how reflections are calculated with light.
|
2016-03-07 14:42:50 +01:00 |
|
FakeShemp
|
53ea5bd37d
|
comment out currently unused thing
|
2016-03-07 14:15:17 +01:00 |
|
Teejoon
|
b38ebbe676
|
Shadows now working on NVIDIA cards too
|
2016-03-07 14:00:08 +01:00 |
|
FakeShemp
|
243276707a
|
Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
|
2016-03-07 13:52:29 +01:00 |
|
FakeShemp
|
315eac1af9
|
try not to assume things.
|
2016-03-03 15:10:27 +01:00 |
|
FakeShemp
|
4ee52b74bf
|
Fix broken shader in.
|
2016-03-03 15:04:10 +01:00 |
|
Tobias Dahl
|
73b8bff1f3
|
Revert "Shadows"
|
2016-03-03 14:24:43 +01:00 |
|
Tobias Dahl
|
1deb506fb2
|
Merge pull request #145 from teamfisk/Shadows
Shadows
|
2016-03-03 14:06:48 +01:00 |
|
FakeShemp
|
a0f2f2bf5f
|
Merge remote-tracking branch 'origin/master' into Shadows
|
2016-03-03 03:30:01 +01:00 |
|
FakeShemp
|
7ea26d10ee
|
Rewritten. Works as a charm now.
|
2016-03-03 03:28:21 +01:00 |
|
FakeShemp
|
28e9ba1208
|
Merge branch 'master' into Shadows
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
|
2016-03-03 03:00:05 +01:00 |
|
Jace
|
fb9914d08a
|
Fixed AMD shader compilation error
|
2016-03-02 19:48:20 +01:00 |
|
FakeShemp
|
0cf92e99ff
|
wip
|
2016-03-02 10:17:49 +01:00 |
|
Teejoon
|
ef66f3ebe5
|
Transparancy with shild fix
|
2016-03-01 23:14:23 +01:00 |
|
FakeShemp
|
fcf5117952
|
Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
|
2016-03-01 13:35:07 +01:00 |
|
FakeShemp
|
e23ea78aeb
|
Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
# resources/Shaders/ForwardPlus.frag.glsl
|
2016-03-01 13:04:11 +01:00 |
|
Teejoon
|
77eaa45702
|
Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
|
2016-03-01 12:11:27 +01:00 |
|
Tleety
|
eaea645068
|
Reflectance should now work as an inverse of the specular alpha value.
|
2016-03-01 11:19:44 +01:00 |
|
Tleety
|
21bf7f4df3
|
Glow should now legit be working through transparency.
|
2016-03-01 11:03:16 +01:00 |
|
FakeShemp
|
0908be1e02
|
Shadows are pretty much done.
|
2016-02-29 19:45:56 +01:00 |
|
FakeShemp
|
2ed5fad699
|
The shadows are working
|
2016-02-29 19:17:16 +01:00 |
|
FakeShemp
|
70374fa10e
|
It compiles, but no shadows
|
2016-02-29 18:20:32 +01:00 |
|