{"push_id":908855063,"size":5,"distinct_size":3,"ref":"refs/heads/master","head":"3c8ab501bea708abd25569106e8c3147168501e1","before":"9cc51d75cdb73504722a082a1619a57beed01b31","commits":[{"sha":"c51a02321b0d47f11bf6fd95ae98e0d9c613c505","author":{"email":"8398eb9892c5ab2ff439ca0b5e4b0706dd9ebef9@gscept.com","name":"kaffeewolf"},"message":"*shaderbatcher*\n- escape whitespaces in shader paths since antler doesnt seem to care","distinct":true,"url":"https://api.github.com/repos/gscept/nebula-trifid/commits/c51a02321b0d47f11bf6fd95ae98e0d9c613c505"},{"sha":"455fa39ed5852528109019921df08d0665f9094f","author":{"email":"7166713bd6eec89441d5fcfac11465b66f47a4b6@gmail.com","name":"Gustav Sterbrant"},"message":"*render*\nfixed:\n- Lights properly update their variables, so they can be seen.\n- R16F and other such textures (which are not 4 byte aligned) can now be saved to file. Yay! Thanks to schulmars on the AMD developer forums for this!\n- Global shadows works again, had the same issue with them as with the standard lights.\n\nnew:\n- Added the uniform buffer API to accept the number of backing buffers used by the implementation.\n\n*content browser*\ntodo:\n- Fix the assignment of materials.","distinct":false,"url":"https://api.github.com/repos/gscept/nebula-trifid/commits/455fa39ed5852528109019921df08d0665f9094f"},{"sha":"f626d71da248fe0dedc2eefa759b12715e6b1367","author":{"email":"7166713bd6eec89441d5fcfac11465b66f47a4b6@gmail.com","name":"Gustav Sterbrant"},"message":"Merge branch 'materials2' of github.com:gscept/nebula-trifid into materials2\n\nConflicts:\n\tcode/render/coregraphics/ogl4/ogl4texture.cc\n\tcode/render/coregraphics/pixelformat.cc","distinct":false,"url":"https://api.github.com/repos/gscept/nebula-trifid/commits/f626d71da248fe0dedc2eefa759b12715e6b1367"},{"sha":"824bbc17384d9dae4f77b906be50d4204b3cd9f0","author":{"email":"8398eb9892c5ab2ff439ca0b5e4b0706dd9ebef9@gscept.com","name":"kaffeewolf"},"message":"Merge remote-tracking branch 'remotes/origin/materials2'","distinct":true,"url":"https://api.github.com/repos/gscept/nebula-trifid/commits/824bbc17384d9dae4f77b906be50d4204b3cd9f0"},{"sha":"3c8ab501bea708abd25569106e8c3147168501e1","author":{"email":"8398eb9892c5ab2ff439ca0b5e4b0706dd9ebef9@gscept.com","name":"kaffeewolf"},"message":"*batchexporter2*\n- implemented threaded batcher (fbx is currently run on single thread as fbx sdk is still not threadsafe\n- batches shaders as well\n*AssetExporter*\n- modified exportdir behaviour a bit to deal with threads better\n*fbxexporter*\n- dont take physics mesh file as criteria for batching fbx as it will trigger a export every time if a model does not contain a physics mesh","distinct":true,"url":"https://api.github.com/repos/gscept/nebula-trifid/commits/3c8ab501bea708abd25569106e8c3147168501e1"}]}