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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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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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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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593bdc93cd
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physics optimizations (lots...)
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2025-09-02 21:51:00 -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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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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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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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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e076b2f53d
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This one trick adds free FPS (do not do VXGI on completely transparent pixels)
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2025-08-01 23:58:24 -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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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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f3800abb21
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Commit for 2023.01.06 12-19-28.7z
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2023-01-06 12:19:00 -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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38f1437330
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Commit for 2022.10.09 22-47-36.7z
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2022-10-09 22:47:00 -05:00 |
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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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cfdb877ed3
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Commit for 2022.07.31 22-17-30.7z
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2022-07-31 22:17:00 -05:00 |
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928945e727
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Commit for 2022.07.21 23-48-52.7z
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2022-07-21 23:48:00 -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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0c76838ea1
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Commit for 2022.07.18 00-44-24.7z
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2022-07-18 00:44:00 -05:00 |
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