metalgearsloth
2733435218
Audio rework unrevert + audio packaging ( #4555 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2023-11-27 22:12:26 +11:00
metalgearsloth
170d192791
Revert audio rework ( #4554 )
2023-11-07 09:34:09 +11:00
metalgearsloth
d75dbc901f
Audio rework ( #4421 )
2023-10-29 14:58:19 +11:00
Leon Friedrich
2bdea420ae
Misc rendering changes ( #2948 )
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* Misc rendering changes
* More tiny changes
2022-06-14 19:24:27 +10:00
DrSmugleaf
b8e5b47e7a
Use 'new' expression in places where the type is evident for the engine ( #1415 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-11-26 00:16:55 +01:00
Pieter-Jan Briers
6674be3adc
Client NRTs ( #1121 )
2020-06-12 12:57:39 +02:00
Pieter-Jan Briers
0169312c0b
Not actually functional FOV system.
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There's enough various changes in here that this is worth committing already.
2020-02-05 00:10:58 +01:00
Pieter-Jan Briers
1353dde41d
Implement shader instances and uniforms.
2019-11-22 17:55:39 +01:00
Pieter-Jan Briers
09c36b57cd
Shift half of Clyde around to implement better outline rendering. ( #830 )
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* Attempted Clyde cleanup, didn't get far.
* Add negation operator to Vector2i.
* Add RenderOrder to ISpriteComponent.
* Post process shaders.
Adds "post process" shaders to sprite component.
These are executed on the WHOLE sprite component (every layer)
in one draw.
This is necessary to implement functional outlines.
2019-07-06 19:17:33 +02:00