dev
Data fixes (#1983)
* Added physically based camera parameter. * Made swapchain srgb again. * Better noise for dithering in tonemapper. * Build fixes.
Moved State Machine Asset transform to engine process (#1253)
* Added our own crappy flare texture instead of the quake3 one.
Nicer pattern material and more color changes (#791)
Various detail improvements (#1431)
-Added HDR Texture support to TexConv Tool. -Now using GPU based compression in TexConv tool if output format is supported by GPU compression. -SkyBoxComponent now uses a cubemap instead of 6 2D textures. -Added Stochastic Sampling of BRDFs sample. -Added support for loading .hdr files. -Added Swap to ezImage, ezDynamicArray and ezHybridArray -Fixed various format string issues. -Fixed memory leak in FileBrowserAttribute. -Added MissingCubeMap asset. Can be used as fall back as soon as a separate cube map texture asset is implemented on the engine side. -Added support for importing vertical cross, horizontal cross and spherical cube map images.
Added a neutral normal to all base materials.
Greyscale PNG loading fix (#1859)
* New SSAO algorithm which is 4 times faster and has much cleaner edges. The gradients are not as soft as in the old one though. * Fixed bug in memory consumption calculation for textures with mipmaps.
Added .gitattributes file to enforce consistent line-endings (#872)
Reduce texture size mode for TexConv (#1857)
Optimized vertex data by using smaller formats for normals, tangents and texcoords (#196) Re-transform ALL meshes!
* Added first Tonemapper implementation. Still WIP. * Removed depth stencil target from swapchain. * Added source render passes so other passes don't need logic if no input is connected. * Added debug names to DX11 textures, buffers and shaders.