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4fba288af5
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newdark: cleaned up code, io.lua handles strictly IO, osm.lua handles replicating OSM code, schema_db.lua handles resolving schemas => filenames, lua hook calls returns their values (to-do, try and return any value, probably never happening)
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2026-07-20 16:35:56 -05:00 |
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988a61de7a
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newdark: code cleanup (with uf::stl::reader), squashed bugs with ambience (to-do: fix attenuation), more I/O (buttons actually work, most things sans keycard readers emit the right sound, elevator lifts mostly work), added mask filtering for raycast to avoid hitting triggers, to-do: add a crosshair and draw a square around entity looking at, fix SIMD normalize being dreadfully slow
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2026-07-20 00:06:17 -05:00 |
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7bd018dae0
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newdark: (ughhhh) binding physics states, ambient sounds, doors, triggers, songs (missing things like XXMIX_S), to-do: more I/O, fix trigger bounds being weird, optimize physics bodies because it eats half my frametime | added dir listing for VFS, added queueing pending sounds to seamlessly transition (streamed audio only), probably a lot of other things just to make the former features happen..............
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2026-07-19 02:38:10 -05:00 |
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c5e49e59eb
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fixed stacking multiple Zip mounts from overwriting due to not assigning mount.path, adding NewDark .mis loading (to-do: fix rotation quirks, some textures not loading, implement LGMM loading, handle non-lightmap lights, handle soundscapes, tie in links, etc.)
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2026-07-15 22:19:11 -05:00 |
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234aba6782
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finishing integration of batched-scattered reads for fast load
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2026-07-12 22:12:49 -05:00 |
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ad360a351d
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when load times regress (more fixes related to opengl, to-do actually make interleaving + streaming work)
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2026-07-04 23:20:09 -05:00 |
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a2636e834c
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opengl related fixes that almost are done (some props aren't rendering because of alpha shitcannery)
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2026-06-28 19:56:55 -05:00 |
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aa2740979c
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overhauled saving/loading graphs, made joints global IDs, fixed some quirk with subsequent graphs loading, fixed quirks with async graph loading, some other things
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2026-06-18 20:42:39 -05:00 |
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2944335904
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refractored player behavior into not-monolithic code, better player handling, stair stepping going up and down, lua serialization/deserialization should be more optimal by virtue of not stringifying
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2026-06-16 21:41:18 -05:00 |
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a834adca13
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audio effects via gaytracing, fixed IO connectivity of triggers, fixed linear doors not dooring
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2026-06-16 00:26:52 -05:00 |
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de5fc31ff5
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refractored audio system into audiosource and audioclip
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2026-06-15 21:23:07 -05:00 |
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d5f374350e
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cubemap handling from vbsp parser (eventually to be used for PBR irradiance or whatever i guess)
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2026-06-13 23:53:05 -05:00 |
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7034da71de
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managed to fix the disgusting icky input lag at specific frametimes (because the swapchain was rendering to the wrong frame for presentation), attempting to fix a regression with shadowmaps being icky
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2026-06-12 22:28:35 -05:00 |
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02d98c1176
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more neurotic changes, triangle IDs are dispatched in collision events, proper footstep sounds (to-do: make use of the physics material), Lua script can handle footsteps too (probably shouldn't because Lua invocations are kinda slow on dreamcast last I checked due to lack of LuaJIT), some other things I forgot already
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2026-06-11 22:24:16 -05:00 |
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9e823645a4
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several agonizing hours of dealing with more GCC v13 gremlins involving calculating tangents
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2026-06-07 23:53:41 -05:00 |
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6ae24419e7
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more bug fixes (fixed that weird instancing bug where things get rendered at origin because of instanced graphics also rendering, mdl fixes, fixed lightmaps with displacements, fixed trigger physics bodies)
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2026-06-07 17:04:03 -05:00 |
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e4ad164203
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odd bug fixes involving entities that load more than one lua script (nasty hack), issue with audio not streaming from non-disk VFSs, more valve compliance (doors, IO connectivity, ambience_generic)
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2026-06-07 00:59:19 -05:00 |
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46c08b0516
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lots of things (cleaned up how graph storage works, fixed bugs related to loading from gtlf rather than a graph, fixed lightmap baker, use RGBExp32 format for lightmaps, some other things, in-progress BSP/VTF/MDL loader)
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2026-06-03 22:55:14 -05:00 |
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4f03712001
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mucho texto (hunted down a weird GCC v13 bug that required uf::transform::apply to be inlined, working clang again, more attempts to fix ragdolls, made GUI text much more optimal, debug draw text, a bunch of other things)
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2026-05-30 21:48:28 -05:00 |
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78171039a1
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guh
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2026-05-28 21:54:02 -05:00 |
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e434f33092
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tie joint matrices to ragdoll joints
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2026-05-27 23:06:07 -05:00 |
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5402aff2a8
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imagine my shock the week-long issue predicated on scaling issues (constraint solving is now scaling aware, automatic ragdoll rigging seems to work, but need to actually bind the transforms to joint matrices)
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2026-05-27 20:54:51 -05:00 |
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94ce7be618
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even more inane code cleanup, migrated immediate mode debug draw into its own file, added transform flattening pre/post physics step (for two reasons)
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2026-05-26 22:08:16 -05:00 |
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0a92fed14a
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attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping
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2026-05-24 22:23:41 -05:00 |
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3a2dfb0833
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retrieval of collision events
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2026-05-23 15:34:36 -05:00 |
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52b972167a
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body_medium_impact_hard6.wav (ragdoll works)
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2026-05-22 22:23:42 -05:00 |
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eec75781ba
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an almost perfect ragdoll (has issues when you grab it)
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2026-05-22 22:02:13 -05:00 |
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6deb8795c5
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even more inane code cleanup, more lua bindings, multiple bodies for an entity (doesn't work?), ragdoll (doesn't work)
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2026-05-22 20:19:28 -05:00 |
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40157df205
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even more inane cleanup, and even more constraints
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2026-05-22 00:02:37 -05:00 |
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7bd4b00514
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NGS position solver fixed because of a pesky minus sign
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2026-05-20 22:32:34 -05:00 |
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9097aebc92
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lots of physics cleanup and fixes (split-impulse performs better than a NGS position correction somehow?)
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2026-05-20 20:59:47 -05:00 |
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098281ad81
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removed PGS solver since it is the iterative impulse solver, fixed returning problem of boxes sinking, some other things
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2026-05-20 15:02:29 -05:00 |
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437df59459
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more cleanup (physics seem to /almost/ work without issues)
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2026-05-19 22:25:22 -05:00 |
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a1f62ef0c3
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added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong)
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2026-05-18 21:11:42 -05:00 |
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6b07173804
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added OBB colliders, painfully trying to resolve issues with rotating bodies
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2026-05-16 23:19:49 -05:00 |
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dc192064b1
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fixed the nagging problem of GUI elements being in their final position for one frame as i'm not setting them to their initial states pre-first tick, disabled BARYCENTRIC_CALCULATE until I can be assed to fix the 'reconstructed geometry data lags behind' issue
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2026-05-13 22:34:30 -05:00 |
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b3df72bfab
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validation errors squishing, finally bothered to seamlessly handle N-buffered UBOs, fixed shadowmapping not require a constant rebuild every time the lights changed (by instead binding all shadow textures and not-so-clever tricks), some other things
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2026-05-13 22:14:46 -05:00 |
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2e018962ee
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fixed shadowmaps
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2026-05-11 16:41:57 -05:00 |
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a10ed8bc60
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alleged optimizations to vxgi (maybe), fixed crash with enabling shadowmapped lights (but they're broken still for some reason)
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2026-05-08 21:09:22 -05:00 |
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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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