Commit History

Autor SHA1 Mensaxe Data
  Lasse Öörni 248fc3c1b6 Terrain attributes. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni e8d549ef7e Shader refactoring. Renamed the lit object ubershader as LitSolid; it now handles also deferred rendering. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni ef421ef32d Initial Bullet constraint implementation. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni a556679a42 Fixed crash caused by assigning Geometry shared ptr's in multiple threads. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni d62812df86 Comments cleanup and Batch refactoring. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 48190acfca Eliminated most virtual function calls from getting Drawable batches. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 5bc2c61d88 Reorganized Node, Component, Drawable & Camera member variables for more optimal access. %!s(int64=13) %!d(string=hai) anos
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 23f4ba9710 Added more detailed documentation on light pre-pass rendering. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni f9bfd4948f Shader refactoring. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni bc5dd97e4b Allow 6 vertex lights. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni a51afb0631 Initial vertex lighting support. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 1b08deec28 Fixed editor gizmo movement in local axes mode. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni cccb072a3d Threaded light queries. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni aadc22f05a Changed WorkItem to a value type to make it easier to construct work queue tasks. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 721885ba4a Divide geometry updates explicitly into main thread, worker threads, and none. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni c8089b1687 Initial work queue & multithreading support. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 353270e6c7 UpdateDistance() / UpdateGeometry() refactoring. LOD levels are calculated in UpdateDistance(), while UpdateGeometry() is strictly used for preparing GPU resources, and is called after culling and preparing batches. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni 9d077e78a8 Code cleanup. %!s(int64=14) %!d(string=hai) anos
  Lasse Öörni bdc29caebd Reverted to AngelScript 2.21.1 because of crash with VariantMap. %!s(int64=14) %!d(string=hai) anos