FakeShemp
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e494f6a495
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Merge branch 'master' into Shadows
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2016-03-07 19:46:04 +01:00 |
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FakeShemp
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2049d630e9
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Revert "Revert "Shadows""
This reverts commit 73b8bff1f3.
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2016-03-07 19:45:46 +01:00 |
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Teejoon
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b38ebbe676
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Shadows now working on NVIDIA cards too
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2016-03-07 14:00:08 +01:00 |
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viktorljung
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7ba0e4ea9d
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Run, Strafe and jump animations now playing
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2016-03-04 08:35:02 +01:00 |
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viktorljung
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1ff91a5c5d
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fixup! Blend duration can now be 0.0
Commited input test stuff
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2016-03-04 02:30:05 +01:00 |
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viktorljung
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49802fed91
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Blend duration can now be 0.0
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2016-03-04 02:24:13 +01:00 |
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viktorljung
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1616fb20d1
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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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viktorljung
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bebdacabb4
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Clean up
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2016-03-03 23:41:08 +01:00 |
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viktorljung
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e3fbd2082c
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BlendQueues fully working
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2016-03-03 23:20:13 +01:00 |
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viktorljung
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a3494b92c8
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Blending queues now working
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2016-03-03 17:48:25 +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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viktorljung
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362378536e
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Switching rooms
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2016-03-03 01:39:12 +01:00 |
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viktorljung
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1aefa1dec6
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AutoAnimationBlend now working correctly for unique nodes
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2016-03-02 17:06:51 +01:00 |
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viktorljung
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8422742a9e
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-02 13:50:08 +01:00 |
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viktorljung
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07ccb9c041
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AutoAnimationBlend on unique node working but scale is not working correctly
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2016-03-02 13:30:04 +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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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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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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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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viktorljung
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5bc0483f49
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Removed AnimationOffset and improved BlendTree
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2016-02-29 15:51:37 +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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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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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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62e22d3821
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Fix
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2016-02-26 13:32:16 +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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viktorljung
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5c3b472a4d
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Schema/Components.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Engine/Rendering/Skeleton.cpp
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2016-02-26 10:21:22 +01:00 |
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viktorljung
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af034673f6
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BoneAttachments now working and BlendTrees are created in the AnimationSystem
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2016-02-26 10:17:47 +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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viktorljung
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c97d0d9381
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Fixed memory leaks and cleaned up Skeleton and BlendTree
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2016-02-25 11:30:09 +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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viktorljung
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606a9bf94f
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BlendTree now working but has some memory leaks
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2016-02-23 17:06:41 +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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viktorljung
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127edb4e60
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Fixed some memory leaks
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2016-02-22 17:47:30 +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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