Commit History

Author SHA1 Message Date
  BearishSun f04992fbd4 Added skeleton code for reflection probes 8 years ago
  BearishSun 692ad56100 Preparation for adding the script binding generator tool into the build system 8 years ago
  BearishSun 4fe867b5ad Enhanced gbuffer & shaders with roughness/metalness, added various shader code as preparation for a physically based lighting model 8 years ago
  BearishSun 01adf54e72 More work on user manuals 8 years ago
  BearishSun 707aa21fad Added a couple of lights to the ExampleProject, because of ambient light changes 8 years ago
  BearishSun 7f2ad317de Fixing an issue with UAV reads of a particular format not being supported on some hardware 8 years ago
  BearishSun 508ce0444b More work on user manuals 8 years ago
  BearishSun 6d96214a3e More work on user manuals 8 years ago
  BearishSun 40966221f2 More fixes regarding the new component handing - most functionality seems to be restored 8 years ago
  BearishSun c0bd8e8f9f Fixing an issue with bone matrices weren't being properly bound for skinned animation 8 years ago
  BearishSun 4ec80fa09d Fixed driver timeout crash related to invalid bounds checking in light grid creation shaders 8 years ago
  BearishSun 01946d1a00 Getting the new component system to work 8 years ago
  BearishSun 64535d3e8c Fixing an issue where applying a prefab diff to an uninstantiated scene object would instatiate it 8 years ago
  BearishSun d8e62567db Native components can now be in paused or stopped state, in an attempt to unify native/managed component logic 8 years ago
  BearishSun 53ffc80827 Refactor/Cleanup: Scene manager and renderer are no longer split across two libraries, for no real reason. Moved everything related to them to Core layer. 8 years ago
  BearishSun 3eecbecfa0 Refactoring C# components so they're just wrappers for C++ ones, to avoid duplicate code 8 years ago
  BearishSun 0f35b1f2cb More work on user manuals 8 years ago
  BearishSun f4dd2fc1b2 MSAA support fully working on DirectX, OpenGL and Vulkan 9 years ago
  BearishSun f95bf9e749 Better light grid depth slice distribution 9 years ago
  BearishSun 8531a656fd Bulk of code for deferred rendering MSAA 9 years ago
  BearishSun 1782bd60f1 More work on user manuals 9 years ago
  BearishSun 9e92fbca04 HLSL code for tile deferred with MSAA support (WIP) 9 years ago
  BearishSun c530c1795f Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed. 9 years ago
  BearishSun 12285c8173 Vulkan: When writing to storage buffers/images, make sure those writes are visible to later operations in the same render pass 9 years ago
  BearishSun f1271a4e5a OpenGL: Fixed invalid parsing of image buffers 9 years ago
  BearishSun 10523f6750 Vulkan: Fixing an issue where waiting on a queue didn't necessarily guarantee fences of submitted command buffers were signaled 9 years ago
  BearishSun 42c00ad036 Work on transparent rendering path - DirectX functional 9 years ago
  BearishSun e51517f40e More work on user manuals 9 years ago
  BearishSun c41585f7af Vulkan: Fixing a few issues related to binding sampled buffers and non-sampled buffers in the same shader 9 years ago
  BearishSun b2dd0ffa03 Work on transparent rendering path 9 years ago