Let materials specify shader uniform values.
Use interned strings for shader uniform/attribute names.
Remove confusing float* cast operator on CVector4D.
Simplify and clean up CVector4D.
Remove non-supported 'old' lighting model.
This was SVN commit r11453.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.
This was SVN commit r11423.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes#721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes#434).
Reduce shadow swimming effects.
This was SVN commit r9814.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)
This was SVN commit r9362.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.
This was SVN commit r9172.
Change lighting model for new maps to allow better overbrightness.
Cache player colours instead of loading from scripts every time the
renderer wants them.
This was SVN commit r9123.
Add terrain priority rendering mode in Atlas.
Fix terrain painting in Atlas to be less profligate with priority
values.
Support hotloading of blend textures.
Clean up some trivial things.
This was SVN commit r8872.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.
This was SVN commit r8099.