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16 Commits over 0 Days - ∞cph!

1 Year Ago
Expose RecreateAllStaticConstantAndCommandBuffers(
1 Year Ago
Add Texture.GetPixel
1 Year Ago
Add Material.Attributes Add RenderAttributes.GetTexture Store ITextures by their pointers, so we can avoid recreating Texture objects when retrieving from native
1 Year Ago
Scene object m_tags start at 3 Remove debug output
1 Year Ago
Gizmo.Draw.Sprite correct transform Gizmo sprites draw the right texture although this generic shader is shit LOD setup for simpledress_black and _blue fix lighthelper treating unrelated entities as lights, fixes slowdown on compile tools_sprite shader: can use in standard mode Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity Gizmo.Model shouldn't cast shadows Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too Add support for data URI (inline) images Make volumetric fog perfomance much better with area lights Change string contains to string equals when searching for dependencies (fixes cyclic dependencies detection false positive) SceneSunLight transform sets the correct direction now adjusted oil_drum_explosive albedo Merge vertices in PolygonMesh Merge branch 'master' into mesh-tracing
1 Year Ago
Add tags to map created world sceneobjects Sceneobject tag filters work
1 Year Ago
Allow Texture.Update to update subsections and multiple times per frame (!) Add Texture.Update versions to set a pixel and rect
1 Year Ago
Move SceneWorld.TraceRequest to Sandbox.MeshTraceRequest
1 Year Ago
Filtering preparation
1 Year Ago
Tidying up
1 Year Ago
Memory amount debug Skip trace data on non lod0 meshes Fixes Cleanup
1 Year Ago
TraceVertex_t from 34b to 29b TraceVertex_t from 29b to 20b TraceVertex_t from 20b to 12b
1 Year Ago
Pass transform with meshtrace result Add mutex around creation of sceneobject trace instances Store the parent environment in the Instanced raytracing to allow for easier deletion extra safety lock when building trace environment Use FindAndFastRemove here - it's a million times faster
1 Year Ago
ModelTrace uses RayTracingEnvironment SceneWorld.MeshTrace
1 Year Ago
modellib depends on raytrace Add RayTracingEnvironment to every RenderMesh Store RayTraceInstances on each model
1 Year Ago
Reconfigure to allow Model.Trace( ray ) always