{"push_id":595902273,"size":27,"distinct_size":27,"ref":"refs/heads/dev/2.0","head":"46615a30ee97777e942151c4d1ea6b145aa8de81","before":"6700b38e9273a127f13f719061c27017e936477a","commits":[{"sha":"9d577da9c1d54a242922584fb51c8443c119d0a7","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Renderer: Support \"Texture Clamp Mode\"\n\nIt turned out to be necessary to change the texture wrap to \"mirrored\nrepeat\" when using a palette texture in a BSEffectShaderProperty, so I\nimplemented general support for the clamp modes.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/9d577da9c1d54a242922584fb51c8443c119d0a7"},{"sha":"ac00f5c4c7c16a2ebb262325fc8504eb47a192cd","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] BSEffectShaderProperty improvements\n\nThe shader is much more accurate now.  Everything I have tested looks\nidentical, except where the falloff parameters are concerned.  I will\nimprove those later as well as figure out the Soft Effect and falloff\ndepths.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/ac00f5c4c7c16a2ebb262325fc8504eb47a192cd"},{"sha":"3c398b8a3d473b25575ed4b873dac79ef62e3cfa","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Shader: Refraction stubs\n\nJust some bare minimum Refraction support.  The real solution is to use\na buffer and post-processing the refraction in a shader.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/3c398b8a3d473b25575ed4b873dac79ef62e3cfa"},{"sha":"01323ee417560b83a68a9ec6041e3a430b17dedc","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] niftypes.h: Helpful overloads","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/01323ee417560b83a68a9ec6041e3a430b17dedc"},{"sha":"56fea994251880c110fb9fe7ecd76b1d15610f8f","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Animation: Skyrim effect controllers\n\nSupport for effect animations in Skyrim NIFs.\nBSLightingShaderPropertyFloatController,\nBSLightingShaderPropertyColorController,\nBSEffectShaderPropertyFloatController,\nBSEffectShaderPropertyColorController,\nBSNiAlphaPropertyTestRefController.\n\nAlso, support for quadratic animations, although it can be bugged with\nchained controllers with differing start/stop times.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/56fea994251880c110fb9fe7ecd76b1d15610f8f"},{"sha":"d2f6f21642a6aadc0afc0d51be5119d71f253c75","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Shaders: Alpha support\n\nFor the \"Alpha\" value in BSLightingShaderProperty blocks and for the\ncontrollers which also animate this value.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/d2f6f21642a6aadc0afc0d51be5119d71f253c75"},{"sha":"cc030c60684d371a177838a92fb75eeeb73ee4ab","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Quadratic interpolation fix\n\nThere was some code that only worked when interpolation was linear, and\nI'm not sure it was intentionally written that way or just not caught.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/cc030c60684d371a177838a92fb75eeeb73ee4ab"},{"sha":"6294764825713f2a31a0274a85e47720cbc61be0","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Renderer: Support ZBuffer flags\n\nSupport for SLSF1_ZBuffer_Test and SLSF2_ZBuffer_Write which is a huge\nimprovement for rendering quality as most alpha effects before were\nbeing written to the depth buffer still, and would cause weird cut-out\neffects with other geometry.\n\nAlso, generally supporting these flags means it is obvious when your\nsolid mesh does not have the flags on.  It is possible NiAlphaProperty\nwith blending overrides this, but will have to test.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/6294764825713f2a31a0274a85e47720cbc61be0"},{"sha":"1ca745b8ec16d03078f5e54eabebd860d38b7ebb","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Renderer: Support ZBuffer flags on fixed function\n\nThe flags can also be supported on fixed function since it does not\nrequire shaders.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/1ca745b8ec16d03078f5e54eabebd860d38b7ebb"},{"sha":"748db837d688b18224fcb4264f4ca7174a7233f0","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Renderer: Better translucency rendering\n\nWhen the \"Alpha\" value on a shader property is < 1.0, it will become\nalpha blended regardless of having and NiAlphaProperty.  Made several\nchanges to this behavior to more closely mimic in-game.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/748db837d688b18224fcb4264f4ca7174a7233f0"},{"sha":"88de8d805b939c7d4cf96be7b8c735f533e70693","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Renderer: Fix BSESP alpha rendering\n\nI should not override alpha blending/testing for BSESP blocks.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/88de8d805b939c7d4cf96be7b8c735f533e70693"},{"sha":"10916ed4a0eaf5e564d8458ba4bba46cbba12bab","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] BSOrderedNode support\n\nBSOrderedNodes now correctly sort based on the order defined in the\nnode.  This helps a multitude of meshes render correctly and aids\nmodders with using the node for their own work.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/10916ed4a0eaf5e564d8458ba4bba46cbba12bab"},{"sha":"cf9e0560965224c72bb383f89fc735c8633669e4","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Fix odd cube map / environment mask error\n\nWhen switching between certain meshes the shader would break. No idea\nwhy, but it had to do with bothering to check if it had an environment\nmask or not.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/cf9e0560965224c72bb383f89fc735c8633669e4"},{"sha":"84c0589675069f7cace2328887e1516c61e0455f","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] BSESP: Fix default diffuse color\n\nThe fallback diffuse texture should be white, not black, as noticed in\nfxtestmaterialgrid01.nif","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/84c0589675069f7cace2328887e1516c61e0455f"},{"sha":"26519c74fe90e62a0b3674e7adb66bd78886f9c7","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Actual alpha depth sorting\n\nThe code before was doing nonsense.  Not sure for how long.  It wasn't\ntaking the camera's position into account at all, but returning the\nstatic Node \"center\"...  it's supposed to sort by depth from camera.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/26519c74fe90e62a0b3674e7adb66bd78886f9c7"},{"sha":"a2f804fb62cab5e3f4db97557e7c9356bce382da","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Fix bug with Shader Type testing\n\nI was using a logical operator meant for bitflags and not for straight\nenums.  It was actually returning true when it shouldn't have been.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/a2f804fb62cab5e3f4db97557e7c9356bce382da"},{"sha":"3989464649c9c1ef217d3773ce0c9f7c6f5dfc68","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[GL] Initial facegeom support\n\nSkyrim's NPC's faces are generated and stored in a folder.  They use\nboth the Face Tint and Hair Tint shaders which do many things that need\nsupport in the shaders.  Like the BTO/BTR files they also store the\ntexture paths in a non-standard manner.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/3989464649c9c1ef217d3773ce0c9f7c6f5dfc68"},{"sha":"1b682180e99a35bbbe05472032259293bc0e3469","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[Havok] More accurate version checking for havokScale","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/1b682180e99a35bbbe05472032259293bc0e3469"},{"sha":"711c5b8e3be6f88b8dc848c75611a05b4d34b661","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[Havok] Correct Center of Mass for Skyrim bhkRigidBody","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/711c5b8e3be6f88b8dc848c75611a05b4d34b661"},{"sha":"88385502b09440028e8baf5b59a417c7a315c84e","author":{"email":"0b93143f56f9782e4ba44f79507a8f4a5ca12cd7@gmail.com","name":"jonwd7"},"message":"[Havok] CVS gen - Set collision radius via dialog\n\nOption to adjust collision radius in the CVS generation dialog.  TODO:\nSet Havok material.","distinct":true,"url":"https://api.github.com/repos/niftools/nifskope/commits/88385502b09440028e8baf5b59a417c7a315c84e"}]}