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