Historia zmian

Autor SHA1 Wiadomość Data
  Lasse Öörni 7331120bac Fixed ragdoll bounding box not updating. 13 lat temu
  Lasse Öörni 48190acfca Eliminated most virtual function calls from getting Drawable batches. 13 lat temu
  Lasse Öörni 987a168d9e Optimized away unnecessary structures from View. 13 lat temu
  Lasse Öörni dbbf2f3310 Do not use octree query to find zone. Instead mark the drawable's zone inconclusive (temporary) if necessary. 13 lat temu
  Lasse Öörni 5bc2c61d88 Reorganized Node, Component, Drawable & Camera member variables for more optimal access. 13 lat temu
  Lasse Öörni 7a06dc73e5 Avoid Component::GetWorldTransform() and related functions where possible to avoid extra indirection and function call. 13 lat temu
  Lasse Öörni 91f6f87472 Explicitly mark changed nodes to avoid going through the whole scene in PrepareNetworkUpdate(). 13 lat temu
  Lasse Öörni 8d30afc776 Process multiple shadow splits as threaded work items. 13 lat temu
  Lasse Öörni 1a9dced05b Updated to AngelScript 2.23.1 WIP. 13 lat temu
  Lasse Öörni a85817a355 Reverted to joint world space positioning for reliability. 13 lat temu
  Lasse Öörni 1f89e97116 Insert drawable into the proper octant (instead of root) immediately when OnNodeSet() is called. 14 lat temu
  Lasse Öörni b7f5a6c997 Reverted use of HashSet in Octree for updates & reinsertions. Instead use vectors of weak pointers to Drawables to require no explicit cleanup when removed. 14 lat temu
  Lasse Öörni 0804e9d4ec Sort drawable's lights only if necessary (over the maximum light count.) 14 lat temu
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 lat temu
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 lat temu
  Lasse Öörni 75beda5f3a Removed the "unculled drawable" mechanism. Instead added occludee-flag to Drawable. 14 lat temu
  Lasse Öörni d53e808ece Fixed double-lighting bug in light pre-pass mode. 14 lat temu
  Lasse Öörni c4e569879d Restored the optional lit base pass optimization, but with the limitation of no ambient gradient. 14 lat temu
  Lasse Öörni f9bfd4948f Shader refactoring. 14 lat temu
  Lasse Öörni 04a7049bdf Slight optimizations in light-related operations. 14 lat temu
  Lasse Öörni 7cb8985e05 Convert to vertex lights when pixel light count exceeded. 14 lat temu
  Lasse Öörni a51afb0631 Initial vertex lighting support. 14 lat temu
  Lasse Öörni 5cf7e09324 Added Octree raycast that returns only a single drawable result. 14 lat temu
  Lasse Öörni 8a52455faa Added shadow mask feature, which allows selective shadow casting by different lights. 14 lat temu
  Lasse Öörni 8a57a3ee18 Threaded ray query. 14 lat temu
  Lasse Öörni 950e37beb1 Refactored raycast query handling in preparation to threading it. 14 lat temu
  Lasse Öörni f5bb9e5487 Work queue & octree reinsertion optimizations. 14 lat temu
  Lasse Öörni f9d04676f8 Queue octree updates & reinsertions in a PODVector instead of a HashSet. 14 lat temu
  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. 14 lat temu
  Lasse Öörni 9d077e78a8 Code cleanup. 14 lat temu