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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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ba9f5c8323
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some fixups for the scene tick loop, try and reuse existing buffers when reading buffers into them to avoid unnecessary allocations, fixed non-safe running a lua script because I didn't pass in the env
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2025-08-17 23:13:29 -05:00 |
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0a299a3fd2
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removing unused dependencies, noted quirks with Dreamcast compilation
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2025-08-17 17:53:10 -05:00 |
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f7fba27753
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fixed OpenGL crash + Dreamcast oddities (past me did in fact realize that userdata never called destructors and handled it for opengl pseudo-command buffers)
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2025-08-16 15:56:41 -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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a9b5a03f94
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shuffled code around for when I figure out how I want to stream a partitioned mesh (even though this defeats the purpose of re-implementing the chunk/region system because I do not want to go about splitting each region into its own model-entity-graph-whatever)
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2025-08-11 21:14:30 -05:00 |
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cf9a4c9a9d
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some more cleanup, use march=native + lto for dev (non-release), only do mesh quantization when available (when using my GLdc fork), removed unused headers
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2025-08-10 20:29:40 -05:00 |
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aeb648595f
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dreamcast build compiled and somewhat running (required patching kernel/arch/dreamcast/hardware/cdrom.c), also fixed GUI elements not rendering under opengl
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2025-08-04 23:34:37 -05:00 |
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c49dfb9b8c
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some stuff to get the dreamcast build working again (or at least compiling, reading from the CD through KOS in emulators broke so I can't test much)
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2025-08-04 17:51:43 -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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6b37b2fa0e
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Repaired OpenGL / Dreamcast build
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2025-08-01 23:58:24 -05:00 |
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a521f045ba
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Repaired meshopt integration, it's preferable to instead optimize on meshlets instead of the raw mesh
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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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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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5a12332ad8
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Commit for 2022.07.28 00-11-47.7z
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2022-07-28 00:11:00 -05:00 |
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40e346f71c
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Commit for 2022.07.27 00-01-19.7z
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2022-07-27 00:01:00 -05:00 |
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686a4f5e3e
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Commit for 2022.07.19 16-59-42.7z
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2022-07-19 16:59:00 -05:00 |
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