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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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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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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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65a08839f9
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more fixes
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2026-06-30 21:21:43 -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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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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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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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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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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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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a6875adf13
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better billboarding
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2026-05-31 01:16:48 -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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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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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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142f584684
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fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass)
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2026-05-15 20:37:10 -05:00 |
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f132f5d6d2
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refractored descriptor sets to properly handle multiple sets for a given shader
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2026-05-15 14:18:50 -05:00 |
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e35806bb04
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painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong)
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2026-05-14 22:00:17 -05:00 |
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2afcacc9e1
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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)
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2026-05-13 23:43:21 -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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226f1fb77e
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vxgi fixed (because of a typo)
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2026-05-12 09:59:49 -05:00 |
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2475605941
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VK_KHR_multiview support (but it broke VXGI)
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2026-05-11 20:56:16 -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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682dd2c794
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vxgi optimizations (to-do: fix the stuttering again from the UBO lagging or something)
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2026-05-06 20:47:54 -05:00 |
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ec2122ab12
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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
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2026-05-05 19:48:18 -05:00 |
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f0d552c47b
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the other thing I was working on (main thread metrics)
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2026-05-04 21:49:29 -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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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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2c3da15a4d
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fake frames (and cleaning up swapchain code)
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2026-04-25 00:37:19 -05:00 |
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8803034a60
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added frame-gen via FFX-SDK (naively)
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2026-04-24 00:18:59 -05:00 |
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a6c74572c6
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a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale)
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2026-04-22 22:37:37 -05:00 |
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6d05ab865a
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neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes
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2026-04-21 20:49:47 -05:00 |
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fd9036ee39
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repaired occlusion culling via depth pyramids
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2026-04-20 23:40:55 -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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