MegaGlest/source/glest_game/graphics
Mark Vejvoda c87e27eabd - added an average renderfps to use when toggling shadows off/on to make it more smooth
- added a new commandline to autostart a new game with the last game settings you played called: 
--autostart-lastgame
2010-10-02 02:17:50 +00:00
..
debug_renderer.cpp * oops, forgot to hook-up ClusterMap updates (causing units to get stuck) 2010-08-08 13:06:33 +00:00
debug_renderer.h * wired up RoutePlanner/Cartographer 2010-07-13 05:33:43 +00:00
particle_type.cpp unit particles can now have float values for emission rates. This allows also emission rates smaller than 1 like 0.01 for example 2010-09-24 16:36:59 +00:00
particle_type.h unit particles can now have float values for emission rates. This allows also emission rates smaller than 1 like 0.01 for example 2010-09-24 16:36:59 +00:00
renderer.cpp - added an average renderfps to use when toggling shadows off/on to make it more smooth 2010-10-02 02:17:50 +00:00
renderer.h Working transparency for units! Not really perfect, but much better than before! Even shadows are rendered according to the textures now. The behaviour should be excatly the same as for the trees. 2010-09-25 23:03:27 +00:00
unit_particle_type.cpp - new switch for unit_particle _systems called static-particle-count 2010-09-25 14:38:00 +00:00
unit_particle_type.h - new switch for unit_particle _systems called static-particle-count 2010-09-25 14:38:00 +00:00