Teejoon
b320d8d1e4
WIP
2016-02-26 18:01:38 +01:00
Teejoon
f56705d921
You can now change the quality of SSAO by sliding the SSAO Quality
2016-02-26 11:51:20 +01:00
Tleety
6f9ce8a0c1
WIP
2016-02-24 13:57:54 +01:00
Tleety
91b0ac5fbd
Some groundwork for cubemaps.
2016-02-23 16:00:43 +01:00
Tleety
4ffb03fdd5
Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Teejoon
09aec08d0e
Pull request fixes
2016-02-22 16:38:20 +01:00
Teejoon
37414ce124
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
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Conflicts:
include/Engine/Rendering/Renderer.h
src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon
adceccf402
SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
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Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.
In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon
201480b17f
SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
2016-02-19 16:50:04 +01:00
Tleety
97fcdb342d
Bloom should now show behind transparent objects.
2016-02-19 14:23:40 +01:00
Tleety
cf2bf4e14d
Merge remote-tracking branch 'origin/master' into ResolutionChange
2016-02-19 13:17:31 +01:00
Tleety
fc5d054cb2
Entity is now sent with the click events.
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Fixed small things
2016-02-19 12:49:07 +01:00
Tleety
8c9f4bb84b
Resize should now be working correctly.
2016-02-19 11:42:52 +01:00
Tleety
e15a7b9485
You can now change resolution without any apparent bugs.
2016-02-18 18:00:26 +01:00
Tleety
8f84a5ddd6
Buttons are now clickable
2016-02-16 16:28:19 +01:00
Tleety
6bc7131290
Glow Intencity can now be changed in the model component.
2016-02-16 14:57:21 +01:00
viktorljung
648d864d6e
Merge remote-tracking branch 'origin/master' into Animations
2016-02-11 23:48:30 +01:00
Teejoon
2096779eb6
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-11 18:48:21 +01:00
Teejoon
f088aa1d85
Commit the files now....
2016-02-11 18:45:48 +01:00
Tleety
51e0b852d2
Adamfix
2016-02-11 15:43:41 +01:00
Tleety
6ba1e95da7
Fixed depth sorting for HUD elements.
2016-02-11 15:27:07 +01:00
Tleety
9f657ada4e
merge fixes
2016-02-11 14:52:52 +01:00
Tleety
f0ae365401
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
2016-02-11 14:43:30 +01:00
viktorljung
607150189c
Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy
2016-02-11 10:51:11 +01:00
Tleety
f5de267f25
Merge fixes and CapturePointHUD component skeleton added.
2016-02-10 20:58:10 +01:00
viktorljung
224e95f34a
Fixed BoneAttachment component and optimized animation code a bit
2016-02-10 20:45:24 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Tleety
53265bbc90
PNG is now a resource.
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You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +01:00
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-02-10 11:33:45 +01:00
viktorljung
09bb42b3f4
Importer animation fix
2016-02-10 11:00:44 +01:00
viktorljung
001e2441dd
Mergefixes
2016-02-09 22:54:51 +01:00
Tleety
9055d5f697
Bugfix
2016-02-08 15:22:28 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
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ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
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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
viktorljung
8034b42c87
spriteComponent WIP
2016-02-05 16:43:57 +01:00
Tleety
c526a7af55
WIP stencil stuff
2016-02-04 17:58:36 +01:00
Tleety
7c582898f4
Working stencil buffer for the shield.
2016-02-04 14:33:39 +01:00
Tleety
379d211832
some fixes with the stencil states and implemented stencil func/stencilop/stencilmask to renderstate
2016-02-04 11:13:26 +01:00
Tleety
bc01e147c2
Some state stuff, some draw stuff, some QA map stuff
2016-02-03 18:09:44 +01:00
Jace
bd2da7bc9f
Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
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This reverts commit b56824786c .
2016-02-03 16:30:00 +01:00
Jace
b56824786c
Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
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This reverts commit 192de80782 , reversing
changes made to 24aac6a00d .
2016-02-03 16:16:06 +01:00
Tleety
7ffbd8455f
Added Queues for the models with shield and shielded components.
2016-02-03 13:53:57 +01:00
Tleety
8299b99e2f
Test world changes and some other small fixes
2016-02-01 19:08:46 +01:00
Tleety
c708f1582c
Merge remote-tracking branch 'origin/master' into NormalSpecularMapping
2016-02-01 18:30:30 +01:00
Tleety
53cae25eb2
WIP on widget fuckery
2016-02-01 16:56:55 +01:00
Jace
be3cfef65f
Merge remote-tracking branch 'origin/master' into EditorUsefulness
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-02-01 16:00:46 +01:00