hiker
3747427c5f
ixed handling of adding states to time step info to minimise
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rewindw by assigning new events to existing time step info events.
2017-06-05 08:54:52 +10:00
Arthur-D
925d756454
Adding some replays from Kitoko, thanks! Also removing a few so as to keep a low number of replays, and renamed easy replay files to novice.
2017-01-23 23:44:34 +01:00
samuncle
d935f0318c
The exhaust is tweaked a bit
2017-01-23 00:27:31 -05:00
samuncle
9e1afc89ee
Add a permanant exhaust to the kart, tweaking needed
2017-01-22 23:20:07 -05:00
samuncle
50f3c224b3
change the name to development more accurate
2017-01-22 22:14:19 -05:00
samuncle
d600720830
Add a new category of production babies
2017-01-22 22:09:56 -05:00
samuncle
e86e146442
Add emit map to a shader, so cars in candela are like small dots
2017-01-20 00:06:35 -05:00
samuncle
b9dd867c86
Use gamma corrected decal
2017-01-14 09:41:29 -05:00
auria.mg
6e2a11abd1
Update GPs and challenges for the new farm track replacement
2017-01-13 20:06:41 -05:00
James Cowgill
4aae66a050
Convert CREDITS to UTF-8 ( #2723 )
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* Convert CREDITS to UTF-8
* Remove trailing whitespace in CREDITS
* Read CREDITS file as utf-8
* Make CREDITS file non-executable
2017-01-07 18:56:15 -05:00
Benau
1f8e047164
Update credits about new Hexley
2017-01-04 00:49:31 +08:00
Deve
6a16f23132
Fixed GLES
2016-12-31 03:41:37 +01:00
auria.mg
09e1e6d7a3
Update achivement with new track name. Fixes #2712
2016-12-30 17:05:30 -05:00
Deve
278ef781bf
GLES: Make sure that we are using fixed pipeline when force legacy device is set in graphics restrictions.
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It is generally safe for GLES drivers. The driver often reports OpenGL ES 3.1 or 3.0 support even though we request only GLES 2.0. But we can still use GLES 2.0 / GLSL 1.0 functions on GLES 3.x context, so it shouldn't cause any issues.
I also added Android Emulator to graphics restrictions.
2016-12-29 16:01:46 +01:00
samuncle
b669382b93
Change the detail map to a more usefull decal shader. Now we can add easily details to texture
2016-12-28 10:23:07 -05:00
Benau
7085c164b5
Merge remote-tracking branch 'origin/geometry_detail'
2016-12-26 23:56:18 +08:00
Benau
ebef08c3d8
Try to combine all text field dialogs
2016-12-26 10:53:14 +08:00
Benau
3c9174d278
Add a general debug dialog
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To be used later
2016-12-25 16:41:55 +08:00
samuncle
e62edcc89a
Ground work for geometry detail option
2016-12-24 19:16:39 -05:00
Deve
424b62552e
Fixed MLAA in GLES renderer.
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This function was used by Cand for his OpenGL 2.1 renderer. The round function is available since GLSL 1.3 (OpenGL 3.0), so there is no need to override it.
If it will be needed in future, I suggest to change the name to round_stk or something similar.
2016-12-23 15:12:16 +01:00
Benau
15d6c7207a
Minor improvements for non-instanced shaders
2016-12-23 19:22:30 +08:00
Benau
d932451295
Don't out a interpolated color change
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It will should be determined by colorization mask in fragment shader
2016-12-23 11:38:32 +08:00
Benau
f7e2122b79
Allow drawing instanced glow color without explicit location
2016-12-23 10:36:35 +08:00
Benau
a339975df6
Clean skidmark earlier if there are many karts
2016-12-23 10:08:12 +08:00
Benau
8008ec851e
Allow to use hardware skinning with opengl 3.1
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Now we only need UBO to store the joint matrices to support it
2016-12-23 01:31:13 +08:00
Benau
ffa4ad84cb
Merge branch 'hardware_skinning'
2016-12-22 10:38:06 +08:00
Deve
082661db65
Add a possibility to change touch device settings in GUI
2016-12-20 23:10:57 +01:00
Benau
4f2e2331ee
Correct the spelling of shader files
2016-12-18 14:59:37 +08:00
Benau
752d847b09
Add the remaining shaders for GL3 hardware skinning
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Also use the same shader code for normal map shader
2016-12-15 15:55:14 +08:00
Benau
a696fd6dff
Add transparent skinned mesh shader
2016-12-15 09:52:02 +08:00
Benau
85bd8c3146
Add unlit and normal map skinned mesh shader
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Also fix normal map with skinned mesh, now vertices and joints
will be recalculated for tangents mesh
2016-12-14 16:28:37 +08:00
Benau
e9b68a8a1f
Use a non-hardcoded values for mat4 array (max 1024)
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Also cull mesh that doesn't have enough space to be rendered
2016-12-11 15:50:53 +08:00
Benau
8ca0c54bdc
Merge remote-tracking branch 'origin/master' into hardware_skinning
2016-12-10 10:09:30 +08:00
samuncle
ae0b1136f5
better shader for underwater vegetation
2016-12-09 11:38:56 -05:00
Benau
c68492f42b
Use a for loop for four bones (thanks leyyin suggestion!)
2016-12-09 23:21:41 +08:00
Benau
94f6d09bf5
Allow indirect and azdo shadow rendering for skinned mesh
2016-12-09 22:37:17 +08:00
Benau
76e070b709
Allow GL3 to have hardware skinning
2016-12-09 18:41:13 +08:00
Benau
b7e047b4c1
Avoid using else if in skinning vertex shader
2016-12-09 14:16:30 +08:00
Benau
57d9e83ed4
First version of hardware skinning
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Todo: shadow, non-instanced shaders, culling, changeable offset...
2016-12-07 02:15:11 +08:00
Benau
ed43d16a1c
Allow alpha test shader to be colorizable
2016-12-04 13:21:39 +08:00
Benau
7d5f786da8
Make grass shader colorizable
2016-12-04 00:59:09 +08:00
Benau
4261a96d06
Fix inconsistency between grass shader and the instanced version
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1. Assign the missing depth stencil texture (dtex)
2. Correct the movement and color
2016-12-03 15:54:59 +08:00
Benau
acf0ac909f
And a correct ifdef for bindless texture
2016-11-30 15:00:08 +08:00
Benau
9e8fb63dc4
Fix AZDO with colorization
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Also re-arrange texture layer
2016-11-30 13:52:06 +08:00
Benau
5884d7b9d8
Avoid using matrix4 calculation
2016-11-28 15:44:14 +08:00
Benau
45c5b0ffd6
Improved colorization in instanced rendering
2016-11-28 13:08:27 +08:00
Benau
decf3b9715
4 bindless textures + texture translation + colorization in vao
2016-11-28 10:47:14 +08:00
Benau
60908c3e1d
Try to use vec2 for texture translation only
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In stk, only setTextureTranslate is used which modify 8,9 of
matrix array. Also don't update it when it is identity.
2016-11-28 10:41:27 +08:00
Deve
7e4dfdb97e
Remove version from graphics restrictions for sRGB-capable visual workaround.
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It doesn't look that they're going to fix it soon.
2016-11-11 16:22:31 +01:00
Benau
8b069df97f
Merge remote-tracking branch 'origin/renderer_refactoring'
2016-11-11 08:43:42 +08:00