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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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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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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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6deb8795c5
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even more inane code cleanup, more lua bindings, multiple bodies for an entity (doesn't work?), ragdoll (doesn't work)
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2026-05-22 20:19:28 -05:00 |
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40157df205
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even more inane cleanup, and even more constraints
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2026-05-22 00:02:37 -05:00 |
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7bd4b00514
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NGS position solver fixed because of a pesky minus sign
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2026-05-20 22:32:34 -05:00 |
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9097aebc92
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lots of physics cleanup and fixes (split-impulse performs better than a NGS position correction somehow?)
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2026-05-20 20:59:47 -05:00 |
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098281ad81
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removed PGS solver since it is the iterative impulse solver, fixed returning problem of boxes sinking, some other things
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2026-05-20 15:02:29 -05:00 |
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437df59459
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more cleanup (physics seem to /almost/ work without issues)
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2026-05-19 22:25:22 -05:00 |
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f054874fed
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generate proper-ish contacts for triangleAabb/triangleObb, code cleanup
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2026-05-19 15:01:38 -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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6b07173804
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added OBB colliders, painfully trying to resolve issues with rotating bodies
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2026-05-16 23:19:49 -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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07f2a7d17b
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unneeded now (and this somehow caused vxgi to double-light up the voxels from constantly re-recording)
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2026-05-15 14:30:50 -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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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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2e018962ee
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fixed shadowmaps
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2026-05-11 16:41:57 -05:00 |
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5f5bc08068
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proper descriptor pooling (prerequisite for properly segregating pipelines as shareable and descriptor sets as not)
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2026-05-09 14:02:15 -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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a145bae065
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updates to imgui integration (added thread metrics, moved things to a behavior, fixed bug i dont remember existing where imgui doesn't render for new scenes because it doesnt rebind to the new gui mode
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2026-05-05 14:54:34 -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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60527c4e6b
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more physics fixes (somewhat finished hulls, gravity-related jitter-bounces from position correction (removed it), fixed BVH bugs, islands/bodies always being awake, refit/rebuild strategies, non-flattened BVHs not working, spheres not rolling, etc)
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2026-04-30 22:44:32 -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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fc36c77167
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physics fixes
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2026-04-26 20:27:14 -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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593bdc93cd
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physics optimizations (lots...)
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2025-09-02 21:51:00 -05:00 |
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