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b309a60b8c
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more physics tweaks (disabled NGS because it behaved poorly, added some small code to keep objects when grounded to moving bodies, fixed oversight with kinematic bodies), made darkengine lightmaps properly dark with baking it as srgb
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2026-07-21 00:11:43 -05:00 |
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5cc441bb63
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chasing down demons in the physics system......
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2026-07-20 20:18:00 -05:00 |
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afd04c317e
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renamed ttlg => lgs (because it makes slightly more sense as it follows the naming convention of ext::valve for Valve formats, although it might be better to instead be dark/source or darkengine/sourceengine)
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2026-07-20 16:41:18 -05:00 |
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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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bd6b41a7a7
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newdark: fixed orientation (naively binding a light to a proper entity caused issues), code cleanup (to-do: fix some models loading the wrong materials, finish binding data)
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2026-07-17 20:13:44 -05:00 |
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9520e33d75
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newdark: fixed lights not loading, almost fixed orientation loading wrong, (to-do: fix prop materials sometimes being wrong)
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2026-07-17 11:55:20 -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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d1c2de0423
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added lz4 because i forgot to finish it i guess (and starting to abstract this batched-scattered read paradigm)
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2026-07-12 12:44:07 -05:00 |
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2a02e08383
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fixes for streaming in meshes/textures (sped up scene loading because I was thrashing I/O with re-walking a gunzip file constantly the moment i swapped to storing all mesh data inside one file......), some other things I don't remember since it was a week ago
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2026-07-11 17:48:07 -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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fa5f421140
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more opengl related fixes (like proper instancing), disabled signaling a command buffer rebuild on graphic.updateMesh (to-do: properly handle this strictly for immediate-mode debug draw, or just do some lambda memery)
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2026-07-02 19:22:07 -05:00 |
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65a08839f9
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more fixes
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2026-06-30 21:21:43 -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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c3e337bb87
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finalized VR rendermode, rendertarget handles the camera for where it should render at (defaults to 3 units in front of camera), fixed flat GUI not clicking/hovering when in VR because of mismatched viewport sizes, fixed validation error regressions
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2026-06-23 21:51:01 -05:00 |
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a98298b668
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repaired VR support (to-do: make the VR rendermode work)
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2026-06-22 22:04:18 -05:00 |
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e0fbed4a14
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more fixes (chasing down demons because of forgetting to support BGR888......), theoretical HDR image saving/loading and animated textures (to-do: actually animate them)
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2026-06-20 23:10:53 -05:00 |
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def459e72c
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added 3D skybox rendering (to-do: fix some quirks), fixing lighting issues (to-do: fix tangents or normal maps or something i dont know)
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2026-06-20 00:24:33 -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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941ad2ead9
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fixing issues related to asynchronous asset loading (disabled for now because there's an inconsistent vulkan-related crash that I'd like to fix)
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2026-06-17 22:49:13 -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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8aee000b05
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fix non-msaa because of cringe
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2026-06-11 22:43:06 -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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595e986903
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did not plan on actually implementing tr_polys with forward+ (it didn't even solve the issue of incadescent light panels not working right because they're baked into worldspawn)
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2026-06-11 00:08:31 -05:00 |
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590eee0684
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even more SFINAE abuse shoving the hasher into unordered_map (and somewhere along the line scene loading is quicker because of things)
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2026-06-10 21:15:45 -05:00 |
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334b897e19
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fixed the issues with uf::hashed_string keys for hook system (because of a lot of annoying things)
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2026-06-10 20:37:42 -05:00 |
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5931a5dc6f
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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
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2026-06-09 23:24:05 -05:00 |
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f9d7cf2dc8
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microoptimization of having hook system keyed to hashes rather than strings directly (and hash hook names containing '%UID%' with that entity's UID rather than replace the string)
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2026-06-09 19:54:24 -05:00 |
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0fdba55927
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schizofixes before converting hooks to hashes finally
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2026-06-08 23:24:16 -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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22fb850709
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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)
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2026-06-06 15:36:36 -05:00 |
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98ec4933da
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insanity (added VFS, piped everything through it and made it work, 90% done with valve loaders)
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2026-06-06 00:10:29 -05:00 |
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06e88cbf17
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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)
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2026-06-04 19:56:45 -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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f8da959ffd
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lots of old code cleanup (camera, image, glyph, atlas, etc.), reintroduced un-staged buffers (to test if this solved the immediate mode jitter but it was the camera)
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2026-05-31 19:34:20 -05:00 |
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a6875adf13
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better billboarding
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2026-05-31 01:16:48 -05:00 |
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90758175ca
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render entity information, properly handle when there's no lines/strings to render (as it would never update the buffers to say theres nothing to draw), skip resolving manifold contacts if a body is a trigger (idle thought told me that i needed to do this before i bother with triggers)
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2026-05-30 23:07:44 -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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