Tobias Dahl
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73b8bff1f3
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Revert "Shadows"
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2016-03-03 14:24:43 +01:00 |
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Tobias Dahl
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1deb506fb2
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Merge pull request #145 from teamfisk/Shadows
Shadows
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2016-03-03 14:06:48 +01:00 |
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FakeShemp
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7ea26d10ee
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Rewritten. Works as a charm now.
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2016-03-03 03:28:21 +01:00 |
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FakeShemp
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28e9ba1208
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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 |
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Jace
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618e96da90
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"Fixed" this crash in debug. The attachment vector is sometimes empty! @Tleety
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2016-03-02 19:49:54 +01:00 |
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Teejoon
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de9657700b
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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
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5a6374f013
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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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Teejoon
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ef66f3ebe5
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Transparancy with shild fix
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2016-03-01 23:14:23 +01:00 |
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FakeShemp
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1ae2f3f5f3
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Begin clean-up
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2016-03-01 19:10:13 +01:00 |
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FakeShemp
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1961c16fe2
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add weight slider
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2016-03-01 13:27:52 +01:00 |
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FakeShemp
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e23ea78aeb
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Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
# resources/Shaders/ForwardPlus.frag.glsl
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2016-03-01 13:04:11 +01:00 |
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Teejoon
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724d7b1586
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Merge remote-tracking branch 'origin/master' into RenderSetingsV2
Conflicts:
src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-01 12:56:00 +01:00 |
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Teejoon
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8cda614de4
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Added transparent object that disappeared from the merge
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2016-03-01 12:54:01 +01:00 |
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Teejoon
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77eaa45702
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Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-01 12:11:27 +01:00 |
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Tleety
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21bf7f4df3
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Glow should now legit be working through transparency.
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2016-03-01 11:03:16 +01:00 |
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FakeShemp
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4153a31e3a
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Fix goof.
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2016-02-29 19:47:24 +01:00 |
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FakeShemp
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0908be1e02
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Shadows are pretty much done.
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2016-02-29 19:45:56 +01:00 |
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FakeShemp
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2ed5fad699
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The shadows are working
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2016-02-29 19:17:16 +01:00 |
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FakeShemp
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70374fa10e
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It compiles, but no shadows
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2016-02-29 18:20:32 +01:00 |
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FakeShemp
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20468cba1b
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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 |
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Teejoon
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df7ace6626
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We only uses one depth buffer now
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2016-02-29 11:44:29 +01:00 |
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FakeShemp
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7749fc5474
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Small fixing up
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2016-02-28 19:46:50 +01:00 |
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FakeShemp
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6dd7f1a657
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Buggy transparent shadows.
Transparent textures might glow.
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2016-02-28 18:00:23 +01:00 |
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Teejoon
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9cbc6f7755
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Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
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2016-02-28 16:16:22 +01:00 |
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Teejoon
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d3a245606a
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SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
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2016-02-28 15:02:40 +01:00 |
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FakeShemp
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14b0a64720
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begin fixing transparent object's shadows
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2016-02-27 18:42:51 +01:00 |
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FakeShemp
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8647267cad
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Make code less dumb, save 7 fps
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2016-02-27 18:04:33 +01:00 |
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FakeShemp
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ecab5de056
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Various shadow calculation methods implemented and ready for use.
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2016-02-27 16:35:15 +01:00 |
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FakeShemp
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38d8cdded2
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Texture Array is now working. Enjoy your single Bind().
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2016-02-27 15:53:28 +01:00 |
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Teejoon
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b320d8d1e4
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WIP
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2016-02-26 18:01:38 +01:00 |
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FakeShemp
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22c391df54
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Initial work on texture arrays
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2016-02-26 17:40:35 +01:00 |
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Teejoon
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0805375483
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Deleted SSAO sliders except Quality
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2016-02-26 13:25:19 +01:00 |
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Teejoon
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f56705d921
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You can now change the quality of SSAO by sliding the SSAO Quality
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2016-02-26 11:51:20 +01:00 |
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FakeShemp
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f220d8088c
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Begin clean-up
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2016-02-26 10:53:16 +01:00 |
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FakeShemp
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df2e4abb52
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WE HAVE WORKING CASCADE SHADOWS
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2016-02-25 21:21:38 +01:00 |
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FakeShemp
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8867e7ac3c
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Working shadows, no cascade blend yet
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2016-02-25 20:29:41 +01:00 |
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Jace
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0343683678
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Fixed cubemaps being generated over and over again each frame.
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2016-02-25 17:51:40 +01:00 |
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Tleety
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fc18932068
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Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
# src/Engine/Rendering/Renderer.cpp
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2016-02-24 15:45:30 +01:00 |
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Tobias Dahl
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b874ea8641
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Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
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2016-02-24 15:22:12 +01:00 |
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Tleety
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feeff5b164
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Debug tool for different CubeMap
changed cubemap influence.
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2016-02-24 14:47:47 +01:00 |
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Tleety
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6f9ce8a0c1
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WIP
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2016-02-24 13:57:54 +01:00 |
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Teejoon
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6465fe6ed6
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Have fix the resizing errors
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2016-02-24 13:22:41 +01:00 |
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Tleety
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8d23c531af
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Cubemaps kinda functioning, still somthing wierd with the vectors.
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2016-02-23 17:17:50 +01:00 |
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Tleety
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91b0ac5fbd
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Some groundwork for cubemaps.
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2016-02-23 16:00:43 +01:00 |
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Tleety
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4ffb03fdd5
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Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
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2016-02-23 10:02:53 +01:00 |
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Teejoon
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fa4f007604
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Changed name from Indicator to SpriteIndicator. Can now be an indicator for a single team or every one
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2016-02-22 18:35:00 +01:00 |
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Teejoon
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6fab971734
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Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
include/Engine/Rendering/SpriteJob.h
resources/Schema/Components.xsd
resources/Schema/Entities/Player.xml
resources/Schema/Entities/PlayerRed.xml
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2016-02-22 16:43:18 +01:00 |
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Teejoon
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09aec08d0e
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Pull request fixes
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2016-02-22 16:38:20 +01:00 |
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Teejoon
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4cf8c3d8d7
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Fixed PerformanceTimer start and stop in Renderer.cpp since I have changed a little code there
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2016-02-22 15:02:20 +01:00 |
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Teejoon
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37414ce124
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Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
Conflicts:
include/Engine/Rendering/Renderer.h
src/Engine/Rendering/Renderer.cpp
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2016-02-22 14:51:42 +01:00 |
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