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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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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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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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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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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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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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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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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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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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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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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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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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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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0fb2e3b750
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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
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2025-08-21 22:54:49 -05:00 |
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596affe488
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nicer VXGI settings, updated reference screenshot
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2025-08-01 23:58:25 -05:00 |
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8ba6214cc4
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repaired barycentric-based deferred rendering
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2025-08-01 23:58:25 -05:00 |
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85696bd8f6
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some small vxgi tweaks
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2025-08-01 23:58:25 -05:00 |
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d519af9cc3
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stabilized voxelization with a bunch of cringe
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2025-08-01 23:58:25 -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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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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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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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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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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cbde0b92d1
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Commit for 2022.08.06 22-41-07.7z
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2022-08-06 22:41:00 -05:00 |
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96ca870586
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Commit for 2022.08.04 23-27-32.7z
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2022-08-04 23:27:00 -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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212347ee9c
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Commit for 2022.07.31 00-20-46.7z
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2022-07-31 00:20:00 -05:00 |
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ae28b31d02
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Commit for 2022.07.29 00-31-45.7z
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2022-07-29 00:31:00 -05:00 |
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5a12332ad8
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Commit for 2022.07.28 00-11-47.7z
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2022-07-28 00:11:00 -05:00 |
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40e346f71c
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Commit for 2022.07.27 00-01-19.7z
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2022-07-27 00:01:00 -05:00 |
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61cd2a6b5c
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Commit for 2022.07.26 15-00-39.7z
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2022-07-26 15:00:00 -05:00 |
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64dd96692c
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Commit for 2022.07.20 00-37-19.7z
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2022-07-20 00:37:00 -05:00 |
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14e7a9aa6d
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Commit for 2022.07.13 22-34-59.7z
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2022-07-13 22:34:00 -05:00 |
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