Commit Graph

144 Commits

Author SHA1 Message Date
5931a5dc6f reverted hook hashes because all non-entity hook dispatches breaks, dilate texture atlases if padding is requested, proper mipmapping in deferred shader, some other code cleanup, parse mass from MDL, load error model as fallback 2026-06-09 23:24:05 -05:00
9e823645a4 several agonizing hours of dealing with more GCC v13 gremlins involving calculating tangents 2026-06-07 23:53:41 -05:00
22fb850709 more engine cleanup and fixes (removed the footgun of texture2Ds/instanceAddresses, parse VMT values into material information, re-parent nodes for BSP loader, hopefully final VFS integration fixes) 2026-06-06 15:36:36 -05:00
98ec4933da insanity (added VFS, piped everything through it and made it work, 90% done with valve loaders) 2026-06-06 00:10:29 -05:00
06e88cbf17 cleanup (strictly de-interleaved meshes, cleaned up atlas packing and xatlas unwrapping, dropped mesh attribute ID since it's not necessary with draw command/instance indirectin) 2026-06-04 19:56:45 -05:00
46c08b0516 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) 2026-06-03 22:55:14 -05:00
a6875adf13 better billboarding 2026-05-31 01:16:48 -05:00
4f03712001 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) 2026-05-30 21:48:28 -05:00
5402aff2a8 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) 2026-05-27 20:54:51 -05:00
94ce7be618 even more inane code cleanup, migrated immediate mode debug draw into its own file, added transform flattening pre/post physics step (for two reasons) 2026-05-26 22:08:16 -05:00
0a92fed14a attempt at generating a ragdoll from a skinned mesh (doesn't work right now), fixed normal mapping 2026-05-24 22:23:41 -05:00
a1f62ef0c3 added forward+ rendermode, added debug draw for physics system (revealed my meshAabb/neshObb ocntact points were wrong) 2026-05-18 21:11:42 -05:00
142f584684 fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass) 2026-05-15 20:37:10 -05:00
f132f5d6d2 refractored descriptor sets to properly handle multiple sets for a given shader 2026-05-15 14:18:50 -05:00
e35806bb04 painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong) 2026-05-14 22:00:17 -05:00
2afcacc9e1 fixed BARYCENTRIC_CALCULATE because it was actually stemming from not using the actual camera UBO used to render the scene (even though nsight showed the values matching so who knows) 2026-05-13 23:43:21 -05:00
dc192064b1 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 2026-05-13 22:34:30 -05:00
b3df72bfab 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 2026-05-13 22:14:46 -05:00
226f1fb77e vxgi fixed (because of a typo) 2026-05-12 09:59:49 -05:00
2475605941 VK_KHR_multiview support (but it broke VXGI) 2026-05-11 20:56:16 -05:00
a10ed8bc60 alleged optimizations to vxgi (maybe), fixed crash with enabling shadowmapped lights (but they're broken still for some reason) 2026-05-08 21:09:22 -05:00
682dd2c794 vxgi optimizations (to-do: fix the stuttering again from the UBO lagging or something) 2026-05-06 20:47:54 -05:00
ec2122ab12 sanity fixes for gltf conversion (and LOD generation), (mostly) repaired streaming in mesh data (barycentric-deferred rendering would desync because of separated indirection buffers), streamed in mesh data picks the correct LOD (mostly working), squashed hidden bug where meshes were constantly destroying/creating the physics mesh and updating buffers 2026-05-05 19:48:18 -05:00
f0d552c47b the other thing I was working on (main thread metrics) 2026-05-04 21:49:29 -05:00
89ca3efb3e 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) 2026-05-04 21:14:04 -05:00
3965d3f719 cleaned up GUI system ((re)added simple anchoring system, although I need to actually utilize it), fixed SDFs looking like shit 2026-04-28 22:56:10 -05:00
84f2b63a8f revamped meshopt-based mesh optimizations, fixed mesh slicer/gridder, added LOD system (i think it works), physics tweaks (to-do: make meshMesh viable) 2026-04-27 17:09:26 -05:00
2c3da15a4d fake frames (and cleaning up swapchain code) 2026-04-25 00:37:19 -05:00
8803034a60 added frame-gen via FFX-SDK (naively) 2026-04-24 00:18:59 -05:00
a6c74572c6 a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale) 2026-04-22 22:37:37 -05:00
6d05ab865a neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes 2026-04-21 20:49:47 -05:00
fd9036ee39 repaired occlusion culling via depth pyramids 2026-04-20 23:40:55 -05:00
42aaf444ff lots of changes (physics tweaks, actually use dynamic buffers for UBOs, perf bottleneck fixed, bug fixes, etc) 2026-04-20 17:33:22 -05:00
012cddd37f more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc) 2026-02-21 21:26:37 -06:00
de44a6083d fixes 2026-02-16 18:10:36 -06:00
0fb2e3b750 removed storing model/prev-model matricies and color for every instance entry (by adding another indirection via objectID...), fixed rt pipeline because the BLAS's weren't being generated 2025-08-21 22:54:49 -05:00
a099c562a2 remove the weird redundancy of having drawcommands + instances + primitives (which store draw commands and instances) (although i should probably do the opposite to not tie instances to draw commands) 2025-08-21 18:25:29 -05:00
bc406d5b62 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) 2025-08-13 19:46:05 -05:00
596affe488 nicer VXGI settings, updated reference screenshot 2025-08-01 23:58:25 -05:00
8ba6214cc4 repaired barycentric-based deferred rendering 2025-08-01 23:58:25 -05:00
mrq
85696bd8f6 some small vxgi tweaks 2025-08-01 23:58:25 -05:00
mrq
d519af9cc3 stabilized voxelization with a bunch of cringe 2025-08-01 23:58:25 -05:00
mrq
67f0456352 some tweaks or something 2025-08-01 23:58:25 -05:00
mrq
1ef5798017 Fixed bloom 2025-08-01 23:58:24 -05:00
mrq
e076b2f53d This one trick adds free FPS (do not do VXGI on completely transparent pixels) 2025-08-01 23:58:24 -05:00
mrq
bb356ee399 Commit for 2024.12.01 23-07-01.7z 2024-12-01 23:07:00 -06:00
mrq
f1ab22c4a0 Commit for 2023.10.25 00-13-51.7z 2023-10-25 00:13:00 -05:00
mrq
fa1e54c7f7 Commit for 2023.01.27 22-55-56.7z 2023-01-27 22:55:00 -06:00
mrq
f3800abb21 Commit for 2023.01.06 12-19-28.7z 2023-01-06 12:19:00 -06:00
mrq
28cf6a7d8f Commit for 2022.12.30 20-20-07.7z 2022-12-30 20:20:00 -06:00