Jace
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a715f7fe86
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Merge branch 'master' into Movement
# Conflicts:
# include/Engine/Network/Client.h
# resources/DefaultConfig.ini
# resources/Schema/Entities/OverwatchCamera.xml
# resources/Schema/Types/Entity.xsd
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2016-03-13 22:22:36 +01:00 |
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viktorljung
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44f46cda8d
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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
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2016-03-13 15:17:15 +01:00 |
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Teejoon
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958850903a
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Moved ViewSpacePosition calculation from fragmenst shader to vertexshader
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2016-03-13 00:08:49 +01:00 |
|
Teejoon
|
5146d21173
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MSAA is now working
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2016-03-12 22:22:53 +01:00 |
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Teejoon
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70b0ca8776
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Merge remote-tracking branch 'origin/master' into MSAA
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2016-03-12 18:04:26 +01:00 |
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Teejoon
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90d848e8d9
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Made texture getters from draw finalpass from const
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2016-03-12 18:04:10 +01:00 |
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Jace
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068e151741
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Merge pull request #173 from teamfisk/ExplosionEffectV2
Explosion effect v2
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2016-03-12 15:25:12 +01:00 |
|
Teejoon
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1ad087dc75
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MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly
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2016-03-11 19:05:34 +01:00 |
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Jace
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35a8d45fa4
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Fixed skinned models not being able to be shielded
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2016-03-10 19:20:21 +01:00 |
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Tleety
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7e6288c597
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Some merge fixes and some sprite fixes.
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2016-03-10 15:36:33 +01:00 |
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Tleety
|
4322a5d8da
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Some fixes for sprites
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2016-03-10 15:21:11 +01:00 |
|
Tleety
|
329a15e08b
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Bloom bad edge clamp fixed
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2016-03-10 13:42:33 +01:00 |
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FakeShemp
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6c072aae45
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Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
# Conflicts:
# resources/Schema/Components/ExplosionEffect.xml
# resources/Shaders/ExplosionEffect.geom.glsl
# src/Game/Systems/ExplosionEffectSystem.cpp
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2016-03-10 11:49:51 +01:00 |
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Tleety
|
592edf7dba
|
Sprites can now be rendered with the texture ratio in mind
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2016-03-09 23:31:54 +01:00 |
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Tleety
|
087facc22e
|
Textures are now able to keep their scale even though the sprite is scaled.
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2016-03-09 22:22:32 +01:00 |
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Tleety
|
f9935cad42
|
Merge branch 'master' into Menu
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2016-03-09 21:07:40 +01:00 |
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FakeShemp
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e25c9ee690
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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
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2016-03-09 19:38:55 +01:00 |
|
Tleety
|
90b2c70215
|
Some sprite fixes
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2016-03-09 19:12:06 +01:00 |
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Teejoon
|
974d9101bd
|
Merge remote-tracking branch 'origin/master' into RendererBugFixes
Conflicts:
assets
|
2016-03-09 17:50:42 +01:00 |
|
Tleety
|
1104166039
|
TextureSprite Resource that use GL_NEAREST for sampling aswell as some StartMenu changes
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2016-03-09 17:24:21 +01:00 |
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Teejoon
|
fad93ca5aa
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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
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2016-03-09 16:51:24 +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
|
6b7f598c4d
|
WIP
|
2016-03-07 23:35:58 +01:00 |
|
Tleety
|
5c0d9070c7
|
WIP
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2016-03-07 23:25:06 +01:00 |
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FakeShemp
|
e494f6a495
|
Merge branch 'master' into Shadows
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2016-03-07 19:46:04 +01:00 |
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FakeShemp
|
2049d630e9
|
Revert "Revert "Shadows""
This reverts commit 73b8bff1f3.
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2016-03-07 19:45:46 +01:00 |
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Teejoon
|
fd994ca93d
|
Deleting texture thats getting rended too.
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2016-03-07 17:52:47 +01:00 |
|
FakeShemp
|
ee99821164
|
Add reverse and scalar for ColorByDistance
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2016-03-07 15:45:06 +01:00 |
|
Teejoon
|
b38ebbe676
|
Shadows now working on NVIDIA cards too
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2016-03-07 14:00:08 +01:00 |
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FakeShemp
|
243276707a
|
Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
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2016-03-07 13:52:29 +01:00 |
|
viktorljung
|
1616fb20d1
|
Skinned meshes now in T-Pose when not it's blendtree is null
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2016-03-04 02:03:50 +01:00 |
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FakeShemp
|
7ea26d10ee
|
Rewritten. Works as a charm now.
|
2016-03-03 03:28:21 +01:00 |
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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
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2016-03-03 03:00:05 +01:00 |
|
viktorljung
|
8422742a9e
|
Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
|
2016-03-02 13:50:08 +01:00 |
|
Teejoon
|
de9657700b
|
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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FakeShemp
|
5a6374f013
|
Fix the remainder of errors. Might have borked splatmap in the process.
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2016-03-02 10:57:22 +01:00 |
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FakeShemp
|
0cf92e99ff
|
wip
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2016-03-02 10:17:49 +01:00 |
|
Teejoon
|
ef66f3ebe5
|
Transparancy with shild fix
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2016-03-01 23:14:23 +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
|
724d7b1586
|
Merge remote-tracking branch 'origin/master' into RenderSetingsV2
Conflicts:
src/Engine/Rendering/DrawFinalPass.cpp
|
2016-03-01 12:56:00 +01:00 |
|
Teejoon
|
8cda614de4
|
Added transparent object that disappeared from the merge
|
2016-03-01 12:54:01 +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
|
21bf7f4df3
|
Glow should now legit be working through transparency.
|
2016-03-01 11:03:16 +01:00 |
|
FakeShemp
|
2ed5fad699
|
The shadows are working
|
2016-02-29 19:17:16 +01:00 |
|
FakeShemp
|
20468cba1b
|
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 |
|
Teejoon
|
df7ace6626
|
We only uses one depth buffer now
|
2016-02-29 11:44:29 +01:00 |
|
Teejoon
|
9cbc6f7755
|
Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
|
2016-02-28 16:16:22 +01:00 |
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FakeShemp
|
14b0a64720
|
begin fixing transparent object's shadows
|
2016-02-27 18:42:51 +01:00 |
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