Github branch: https://github.com/Azaezel/Torque3D/tre ... mplete_3.8
This implements the full deferred shading pipeline. As there's a few things that need fixing with the DX11 branch that Timmy's still looking into, for the moment we'll push forward on giving the Deferred work a test-over so it can be rolled in first. As far as I or Az are aware of, it's all functional, so it should just be a matter of pulling the changes into a build(preferrable a game build!) and testing everything to make sure it all behaves as one expects.