William Moberg
a3b3351e55
Merge branch 'master' into Dirtybit
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# Conflicts:
# include/Engine/Rendering/ExplosionEffectJob.h
# src/Game/Systems/ExplosionEffectSystem.cpp
2016-03-12 17:59:50 +01:00
Jace
01db8e0615
Merge remote-tracking branch 'origin/master' into Dirtybit
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# Conflicts:
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Core/Transform.cpp
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/AnimationSystem.cpp
# src/Engine/Rendering/BoneAttachmentSystem.cpp
# src/Game/Systems/CapturePointSystem.cpp
# src/Game/Systems/ExplosionEffectSystem.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-03-12 04:09:53 +01:00
Jace
80649ce51d
Updated the ENTIRE CODEBASE TO MATCH
2016-03-12 00:38:33 +01:00
FakeShemp
6c072aae45
Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
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# 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
ee99821164
Add reverse and scalar for ColorByDistance
2016-03-07 15:45:06 +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
0cf92e99ff
wip
2016-03-02 10:17:49 +01:00
Teejoon
ef66f3ebe5
Transparancy with shild fix
2016-03-01 23:14:23 +01:00
Teejoon
92ab22e779
Splatmapping now working.
...
Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
Jace
7e12d00874
Merge branch 'master' into CoolDeathAnimation
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# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 10:43:23 +01:00
Ayumiwii
77e1dacb6f
Merge
2016-01-19 09:58:52 +01:00
Ayumiwii
37aa1eaa18
Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
...
# Conflicts:
# include/Engine/Rendering/DrawScenePass.h
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/RenderQueueFactory.h
# include/Engine/Rendering/Renderer.h
# include/Game/Game.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-18 16:02:43 +01:00