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a145bae065
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updates to imgui integration (added thread metrics, moved things to a behavior, fixed bug i dont remember existing where imgui doesn't render for new scenes because it doesnt rebind to the new gui mode
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2026-05-05 14:54:34 -05:00 |
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89ca3efb3e
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rewrote meshopt (again) to actually perform vertex optimizations, and fixed LOD generation), fixed LOD level calculation (because Vulkan's -Y ruined things), some tweaks and fixes to the memory pool / allocator (it will still segfault on termination because of how things are ordered)
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2026-05-04 21:14:04 -05:00 |
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4344323f13
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further segregation and reorganization of physics system files
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2026-05-01 14:54:09 -05:00 |
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60527c4e6b
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more physics fixes (somewhat finished hulls, gravity-related jitter-bounces from position correction (removed it), fixed BVH bugs, islands/bodies always being awake, refit/rebuild strategies, non-flattened BVHs not working, spheres not rolling, etc)
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2026-04-30 22:44:32 -05:00 |
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9c25bf9a9a
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added convex hull colliders (mesh colliders with fundamental differences), also fixed mesh v mesh because of some dumb assumption that the BVH was in worldspace
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2026-04-29 23:19:54 -05:00 |
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3965d3f719
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cleaned up GUI system ((re)added simple anchoring system, although I need to actually utilize it), fixed SDFs looking like shit
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2026-04-28 22:56:10 -05:00 |
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84f2b63a8f
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revamped meshopt-based mesh optimizations, fixed mesh slicer/gridder, added LOD system (i think it works), physics tweaks (to-do: make meshMesh viable)
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2026-04-27 17:09:26 -05:00 |
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42aaf444ff
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lots of changes (physics tweaks, actually use dynamic buffers for UBOs, perf bottleneck fixed, bug fixes, etc)
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2026-04-20 17:33:22 -05:00 |
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012cddd37f
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more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc)
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2026-02-21 21:26:37 -06:00 |
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de44a6083d
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fixes
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2026-02-16 18:10:36 -06:00 |
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52fa565eb5
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some more menial tasks (implemented triangleAabb as composing the AABB as a triangulated box since it seems better that way, added inertia calculations for meshes even though I think the approach for inertia tensors and rotations seems really wrong)
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2025-09-21 19:30:11 -05:00 |
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3ac3022f88
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this is saner (although selectively querying for specific mesh attributes on view construction, just to have an interface to access them by name seems extremely silly), also triangleAabbSAT for stability (it's marginally more stable)
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2025-09-17 12:34:11 -05:00 |
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58dee945f8
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proper pre-computing of mesh views (with equally horrid code)
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2025-09-15 18:05:15 -05:00 |
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16062f8135
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fixed the bottleneck....... (mesh.makeViews incurred a very heavy penalty per triangle, currently naively caching the mesh views until I can be bothered to muck up the function headers)
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2025-09-15 17:28:13 -05:00 |
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8dd83f7f49
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I guess I'll try and do some work (something about trying to force inline the vector operators but failing, and ensuring the internal physics system should work for the dreamcast with its quantized meshes (maybe, it's still quite underperforming compared to RP3D), probably some other things from a week or so ago)
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2025-09-14 20:37:34 -05:00 |
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36612f9ce9
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fixed AABBs calculated from the graph system being wrong because for whatever reason i was transforming the bounds to world space, and this never mattered when using RP3D because it was always fed local extents......
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2025-09-05 21:25:59 -05:00 |
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a66f56ad9f
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refractor to try and minimize differences between reactphysics and internal physics engine (that i really need to optimize now), reverted some things with the graph system to get it to work again on scenes with more than one mesh (because for some reason instance IDs need to be global and i cant for the life of me figure out how to properly remap them)
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2025-09-01 23:16:43 -05:00 |
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3b5db2c32c
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finally it works (to-do: support for reading from fp16/bf16/quantized vertex data, some method of emitting contact information to the colliding bodies, collision masking, per-body gravity, fix sinking occuring when using the collider offset, some other things)
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2025-09-01 14:51:46 -05:00 |
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461894741f
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using a PSG solver is almost stable sans some weird oddities, would love to use a block solver but the current one is flawed
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2025-09-01 00:13:20 -05:00 |
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40da94c422
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wasted a week on trying to roll out my own physics system just to be humbled when it almost works but doesn't work well enough (probably a bad solver, will probably revisit it at a later date)
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2025-08-30 15:52:30 -05:00 |
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532c4054b6
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audio cleanup or something (because it's lagging the dreamcast build when emitting sounds)
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2025-08-24 11:38:37 -05:00 |
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e5de1491f2
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skip rendering the next frame under vulkan, as this fixes the crash on scene load when the scene graph storage buffers need to be resized (even though nothing makes sense)
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2025-08-20 15:22:35 -05:00 |
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0a29063869
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realized past me realized that aliasing buffers isn't foolproof and added a system to fetch buffer descriptors by name from a source, yet never used it (re-bind buffer descriptors on mesh updates, need to fix the crash for graph storage when it resizes...)
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2025-08-19 19:18:12 -05:00 |
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6d4837e3cc
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fixed DC texconv having some weird quad issue by just rebasing from the original file and de-QTing / reconverting
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2025-08-19 00:30:34 -05:00 |
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8298fcec2d
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more cleanup, crammed DC texconv into here for later use
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2025-08-18 20:47:25 -05:00 |
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c9448f9b74
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lua optimizations to remove as much overhead as possible (to almost nothing), adjusted how metadata is accessed in lua (it requires explicit pasting of macros)
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2025-08-17 20:48:20 -05:00 |
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5f8a80c25f
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resolved an oversight past me never realized where you still need to call destructors on placement new'd memory (and other things to resolve a memory leak that was very noticeable with 16MB of RAM)
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2025-08-16 12:19:55 -05:00 |
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cb1d9c4daf
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some gui hook cleanup, added keyboard/controller input for selecting gui options, fixed a crash when loading larger scenes because of low buffer size (or at least I believe it was that)
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2025-08-16 00:25:06 -05:00 |
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d5e58ccb9b
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somehow broke and fixed mesh quantization breaking again after streaming mesh data (need to dequantize first because naively just resetting the descriptors is wrong) (although I might need to update RP3D because collision breaks only when streaming mesh data and DC uses an older version)
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2025-08-15 00:07:13 -05:00 |
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ab9aa0ae13
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fixed oversight in uf::Mesh::convert, fixed texture streaming not working in OpenGL (the graphic.material.textures weren't updated) fixed missing texture being used in VXGI for vulkan (think it was from reinitializing the texture object itself if it was aliased rather than just resetting the handles)
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2025-08-14 23:32:08 -05:00 |
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9ec35a26e6
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added texture/animation streaming (to-do: fix textures for OpenGL), serendipitously fixed animations when loading from a graph
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2025-08-14 19:09:58 -05:00 |
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eadf732ee5
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more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......))
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2025-08-13 22:12:38 -05:00 |
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bc406d5b62
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agony (added streaming in mesh data if it's out of range (but for the worldspawn only), re-enabled mesh slicing because I commented it out months ago and didn't remember why, some other things probably in the quest of getting this added)
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2025-08-13 19:46:05 -05:00 |
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2186e41641
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fixed text rendering in opengl (and the culling issue), use libtremor for dreamcast because vorbis is too taxing on the SH4, fixed uf::io::exists by just trying to open the file instead of stating it, probably some other things
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2025-08-05 18:39:56 -05:00 |
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81da764d6b
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added wav (from file) and PCM (from memory buffer) playback, modified hook to VALL-E TTS to now either directly play the audio or invoke a callback (currently only hooked via sound emitter)
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2025-08-03 13:45:31 -05:00 |
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4063105847
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trimming things
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2025-08-01 23:58:25 -05:00 |
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8ba6214cc4
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repaired barycentric-based deferred rendering
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2025-08-01 23:58:25 -05:00 |
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67f0456352
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some tweaks or something
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2025-08-01 23:58:25 -05:00 |
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a566e07756
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attempted to fix mouse look being agonizing, fixed doors not rotating because at some point physics state completely overridden local transforms (to-do: expose some interface that will magically handle this mess)
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2025-08-01 23:58:25 -05:00 |
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91cf9665fe
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small fixes (although gui on next scene transition breaks)
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2025-08-01 23:58:24 -05:00 |
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bb356ee399
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Commit for 2024.12.01 23-07-01.7z
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2024-12-01 23:07:00 -06:00 |
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f1ab22c4a0
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Commit for 2023.10.25 00-13-51.7z
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2023-10-25 00:13:00 -05:00 |
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1c8721f615
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Commit for 2023.02.04 22-48-51.7z
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2023-02-04 22:48:00 -06:00 |
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fa1e54c7f7
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Commit for 2023.01.27 22-55-56.7z
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2023-01-27 22:55:00 -06:00 |
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28cf6a7d8f
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Commit for 2022.12.30 20-20-07.7z
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2022-12-30 20:20:00 -06:00 |
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de54bcad8f
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Commit for 2022.12.21 16-25-26.7z
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2022-12-21 16:25:00 -06:00 |
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e816814186
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Commit for 2022.11.27 13-25-40.7z
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2022-11-27 13:25:00 -06:00 |
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7668f1f9bf
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Commit for 2022.11.24 15-35-53.7z
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2022-11-24 15:35:00 -06:00 |
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f556532dd4
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Commit for 2022.08.14 23-37-12.7z
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2022-08-14 23:37:00 -05:00 |
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cbde0b92d1
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Commit for 2022.08.06 22-41-07.7z
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2022-08-06 22:41:00 -05:00 |
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