Manually copy everything over again.
Easier than rebasing.
Adding new shader, shield meshes, shield source files.
Still trying to get the correct accumulated transform.
Seem to be picking up a bad transform node somewhere/somehow.
Shield meshes have to be under one of the LOD definitions.
Fixed the matrix transform accumulation - I was searching for the wrong item.
Added an accessor to get the number of surfaces a mesh has.
Used that accessor to make sure I set the material to all of the surfaces in a mesh.
Force the blend mode for shields to be BLEND_ALPHA.
Remembered to set the specialParameter0 when updating the shield material.
Several palces need to know about and update their own copies of a shield.
Split the ReparentShieldNodes out of creating a new shield since it actually modifies the scenegraph for the model. Also added a shield group that hangs off the model root.
Added an option to disable depth writes because the shields need this otherwise they overwrite the thrusters etc.
Renamed AccumulateNodeTransforms to GatherTransforms.
Added the necessary calls to create new shields for ships to Ship class - now works ingame.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into Shields
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into Shields
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into Shields
Fix my own stupidity with the Intro.
Models weren't being paired with shields due to the random shuffling of meshes etc.
Added a default shield strength in the material if no shield params set.
Added a shield cooldown, set to 1 second for testing.
Only render the if the cooldown is above 0.0 and only set it to 1.0 when we get hit.
Modify the fragment shader to have a base colour which linearly interpolates from red to blue, and a fresnel highlight as before.
Added a cooldown timer so the shield fades out after each hit.
WIP - pre-holiday commit.
Trying to get hitting the shield to work.
Need to pass through the collision data (position and normal etc) to bodies so I can extract and transform it in Ship. Not done yet.
Started adding a "Hit it!" button to ModelViewer but run out of time today.
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into Shields
Had to expose a shield mesh somehow so I could pick a point on it to apply the hit effect.
First version that basically works with the effect spreading out and overriding the base shield colour.
Doesn't work ingame properly yet due to the collisions happening on the ship body rather than the shield mesh.
Moved deneb shield into a LOD
Create collision meshes from the shields.
No longer need these round functions as they're implemented in at least VS2013
Merge branch 'master' of https://github.com/pioneerspacesim/pioneer into Shields