Optimization for multiinstances plus some minor fixes.
Fixes for some "invalid operation" errors due to objects not being deleted before the engine is shut down.
* New path lookup system allowing multiple search paths for each attribute type. Paths are checked in order given.
Expansion of the string utility functions, plus a minimal config file system (not directly used by CGS at the moment).
Implementation of thread-based resource (textures, shaders, meshes) loading. This reworks most of how loading resources works, aimed at improving load speed, avoiding duplicate loading, and allowing for parallel load tracking (such as load screens).
Some pre-merge changes.
Load screen now working.
Hopefully last WIP update before the async loading functionality is complete.
WIP
WIP async loading system.
Fixes a bug with instancing and the node tree not updating properly.
Fix for a long-standing annoyance. I wish I did this sooner.
Fix an issue with multi-instances not uploading their aux buffers and some edge-case memory problems (bad GPU data) with texture uploads.
UTF-8 utility functions.
Fix a bug with IDs acting incorrectly when inserted into containers due to a bad less-than.
New utility functions.
Expansion of ID generation system to allow for fixed IDs.
Boolean uniform support.
* Improvements to the reference system to avoid needing a definition of the class for certain uses. The system still needs looked at a little harder, maybe with some more tips taken from how shared pointer works to make it smoother.
Minor cleanup.
Proper support for blend mode and depth function control.
New texture sampling support.
Additional math functions pulled in from GLM.
Work-around for a bug I just detected due to changes in the previous commit. I need a new mechanism for parsing shaders pre-compile.
New color grading system. Improvements to saving textures to files.
Another fix to the string utility. Hopefully this doesn't upset the Linux build.
Caelum-wide compatibility fixes for Linux: new cmake, dealing with different OpenGL headers, fixing (spurious?) warnings. CGS and OGUI alone still have bad cmake. They may be merged into Caelum, so I am not updating them right now.
Implement leaf node system for sounds and (in the future) lights.
Minor fix/improvement for references.
Further improvements to reference/managed object. Disallow implicit creation.
Improve the managed object system.
Improve type aliases.
Minor corrections, primarily for error handling.
Improved mesh exporter for Blender. Supprts extended attribute export.
Attribute exporter. First pass of new Blender scripts.
Debug improvements for the custom smart pointer, utility math function improvementsl, fixes to some issues with path resolution.
Add a system for making uniform blocks available to entity files. Fix the blender exporter (yet again). Fix some issues with the shader parser.
Allow adding arbitrary attributes to entities, which can be used to tag models with additional non-CGS data. Fix the string to number utility functions.
MultiInstance changes, compositing improvements, expand entity file data support, other misc changes.
Some adjustments to make screen ray projection easier.
Improve multi instances, update blender exporter.
3D texture loading support.
File missing from previous commit.
Improvements to render system; allow multi-instancing and remove the render queue.
General adjustments, some fixes to the Blender plugin (it's still partially broken).
Improve build, add examples that were previously separate as a sub-project. This should work better on other OSes, but some adjustments are still necessary.
Update readme.
Correct a bug in file handling changes which caused the file to be written multiple times.
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Fixes the mipmaps.
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Changes the simplified texture access interface...
Adds shader interface parsing.
Heavily modifies textures and programs/shaders/...
Refactor of the shader handling, plus some othe...
Merge parse-uniform-definitions/parse-uniform-d...
It's alive, Igor!
Bunch of crap.
Current working status of CGS. Working on imple...
Basic interface for uniform block definitions.